Garb: Metallic silver sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a black phoenix Class Symbol instead.
Requirements: Must be 6th level in at least one class
Armor: 4pts
Shields: Large
Weapons: All Melee, Javelins
Look The Part: Terror 1/Life (m)
Level | Abilities |
---|---|
1st | Immune to Command (T) Immune to Flame (T) |
2nd | Poison |
(Self) 1/Life Charge x3 (ex) T: Enchantment S: Death R: Self I: “I coat these weapons with a deadly poison” x2 M: Red strip E: The next Wound dealt by the bearer in melee is Wounds Kill. N: If the target does not actually receive a Wound, e.g., by a Resistance, Poison is not expended. |
|
3rd | Steal Life Essence |
1/Life Charge x5 (m) T: Verbal S: Death R: Touch I: “Steal life” E: Caster may heal a wound or instantly Charge an ability. L: May only be used on a dead player. That player is Cursed. Does not work on Cursed players. The caster does not gain the effect if the dead player is unaffected. N: In order to charge an ability, the name of the ability being charged must still be stated immediately after the incantation. |
|
4th | Brutal Strike |
1/Life Charge x10 (ex) (Ambulant) T: Verbal S: Death R: Unlimited I: “And stay down!” E: Target is Cursed. Target is also Suppressed for 30 seconds. L: Wound Trigger. N: Brutal Strike targets the wounded or dead player and does not require verbal targeting. |
|
5th | Terror |
1/Life (m) T: Verbal S: Death R: 20' I: “Death makes thee terrified” x3 E: Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 50' away from the caster unless forced there by another Ability. Lasts 30 seconds. N: If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell's effect is negated. |
|
6th | Flame Blade |
(Self) 2/Refresh (ex) T: Enchantment S: Flame R: Self I: “The element of fire shall infuse your weapons” x3 M: Red strip and white strip E: Bearer's melee weapons are Armor Breaking and Shield Crushing. Bearer and weapons they hold are Immune to Flame. |
Corruptor
T: Archetype S: Neutral
E: Gain Void Touched (Self) 2/Refresh (m). All uses of
Terror become 1/Life Charge x10.
L: May not wield Great Weapons or Javelins and loses all
instances of Flame Blade.
Infernal
T: Archetype S: Neutral
E: Gain Fireball 2 Ball / Unlimited (m). Flame Blade
becomes (Self) 2/Refresh Charge x5.
L: May not wield a shield, and loses all instances of Steal
Life Essence.
Garb: Metallic silver sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a black phoenix Class Symbol instead.
Requirements: Must be 6th level in at least one class
Armor: 4pts
Shields: Large
Weapons: All Melee except Great Weapons
Look The Part: Terror 1/Life Charge x10 (m)
Level | Abilities |
---|---|
N/A | Immune to Command (T) Immune to Flame (T) |
N/A | Poison |
(Self) 1/Life Charge x3 (ex) T: Enchantment S: Death R: Self I: “I coat these weapons with a deadly poison” x2 M: Red strip E: The next Wound dealt by the bearer in melee is Wounds Kill. N: If the target does not actually receive a Wound, e.g., by a Resistance, Poison is not expended. |
|
N/A | Steal Life Essence |
1/Life Charge x5 (m) T: Verbal S: Death R: Touch I: “Steal life” E: Caster may heal a wound or instantly Charge an ability. L: May only be used on a dead player. That player is Cursed. Does not work on Cursed players. The caster does not gain the effect if the dead player is unaffected. N: In order to charge an ability, the name of the ability being charged must still be stated immediately after the incantation. |
|
N/A | Brutal Strike |
1/Life Charge x10 (ex) (Ambulant) T: Verbal S: Death R: Unlimited I: “And stay down!” E: Target is Cursed. Target is also Suppressed for 30 seconds. L: Wound Trigger. N: Brutal Strike targets the wounded or dead player and does not require verbal targeting. |
|
N/A | Terror |
1/Life Charge x10 (m) T: Verbal S: Death R: 20' I: “Death makes thee terrified” x3 E: Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 50' away from the caster unless forced there by another Ability. Lasts 30 seconds. N: If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell's effect is negated. |
|
N/A | Void Touched |
(Self) 2/Refresh (m) T: Enchantment S: Sorcery R: Self I: “Embrace the old ones and surrender thyself” x3 M: Red strip and white strip E: Melee weapons wielded by bearer are Armor Breaking. Bearer gains Shadow Step 1/Refresh Charge x30 (ex), Steal Life Essence Unlimited (ex), and is unaffected by magic from the Sorcery, Spirit, and Death Schools. May still benefit from their own Steal Life Essence. Player is Cursed. N: This effect does not interact with other Enchantments worn by the bearer. |
Corruptor
T: Archetype S: Neutral
E: Gain Void Touched (Self) 2/Refresh (m). All uses of
Terror become 1/Life Charge x10.
L: May not wield Great Weapons or Javelins and loses all
instances of Flame Blade.
Shadow Step[Granted from Void Touched]
1/Refresh Charge x30 (ex) (Ambulant)
T: Verbal S: Sorcery R: Self
I: “I step into the shadows”
E: Player becomes Insubstantial. Shadow Step may be cast while moving.
N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial.
Garb: Metallic silver sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a black phoenix Class Symbol instead.
Requirements: Must be 6th level in at least one class
Armor: 4pts
Shields: None
Weapons: All Melee, Javelins
Look The Part: Terror 1/Life (m)
Level | Abilities |
---|---|
N/A | Immune to Command (T) Immune to Flame (T) |
N/A | Poison |
(Self) 1/Life Charge x3 (ex) T: Enchantment S: Death R: Self I: “I coat these weapons with a deadly poison” x2 M: Red strip E: The next Wound dealt by the bearer in melee is Wounds Kill. N: If the target does not actually receive a Wound, e.g., by a Resistance, Poison is not expended. |
|
N/A | Brutal Strike |
1/Life Charge x10 (ex) (Ambulant) T: Verbal S: Death R: Unlimited I: “And stay down!” E: Target is Cursed. Target is also Suppressed for 30 seconds. L: Wound Trigger. N: Brutal Strike targets the wounded or dead player and does not require verbal targeting. |
|
N/A | Terror |
1/Life (m) T: Verbal S: Death R: 20' I: “Death makes thee terrified” x3 E: Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 50' away from the caster unless forced there by another Ability. Lasts 30 seconds. N: If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell's effect is negated. |
|
N/A | Flame Blade |
(Self) 2/Refresh Charge x5 (ex) T: Enchantment S: Flame R: Self I: “The element of fire shall infuse your weapons” x3 M: Red strip and white strip E: Bearer's melee weapons are Armor Breaking and Shield Crushing. Bearer and weapons they hold are Immune to Flame. |
|
N/A | Fireball |
2 Ball / Unlimited (m) T: Magic Ball S: Flame I: “The flame of fire is mine to evoke” x3 M: Red Magic Ball E: Fireball will have one of the following effects on the object first struck: 1. A weapon hit is destroyed 2. A shield hit is subject to Shield Destroying 3. Armor hit with Armor Points remaining is subject to Armor Destroying 4. A player hit dies. |
Infernal
T: Archetype S: Neutral
E: Gain Fireball 2 Ball / Unlimited (m). Flame Blade becomes (Self) 2/Refresh Charge x5.
L: May not wield a shield, and loses all instances of Steal
Life Essence.
Garb: Orange sash and medieval/sword and sorcery-looking garb
Look The Part: Pick One Ability: Destruction Arrow, Poison Arrow, Pinning Arrow; 1 Arrow / Unlimited (ex)
Armor: 2pts
Shields: None
Weapons: Dagger, Short, Bow
Level | Abilities |
---|---|
1st | Reload |
1/Refresh Charge x3 (ex) T: Verbal S: Sorcery R: Self I: “I nocked my arrows to my bow, I let them fly, my quiver is low. Now I pause to go reload.” x3 E: Player becomes Invulnerable and may move about the field retrieving their arrows. The player may remove their Invulnerable state in the location they started or at base by stating, “I return with a full quiver” x3. L: Must stay at least 10' away from other players at all times. A player may not exit Reload at an alternate base location, such as Heart of the Swarm, in this way. N: May ask reeve for assistance in retrieving arrows that are within 10' of other players. | |
1st | Pick two of three: |
Destruction Arrow - 1 Arrow / Unlimited (ex) Pinning Arrow - 1 Arrow / Unlimited (ex) Poison Arrow - 1 Arrow / Unlimited (ex) | |
2nd | Mend |
1/Life Charge x5 (ex) T: Verbal S: Sorcery R: Touch I: “I make this item whole again” x5 E: Destroyed or damaged item is repaired. One point of armor in one location is repaired. |
|
3rd | Pick two of three: |
Destruction Arrow - 1 Arrow / Unlimited (ex) Pinning Arrow - 1 Arrow / Unlimited (ex) Poison Arrow - 1 Arrow / Unlimited (ex) |
|
4th | Suppression Arrow |
1 Arrow / Unlimited (ex) | |
5th | Pick two of three: |
Destruction Arrow - 1 Arrow / Unlimited (ex) Pinning Arrow - 1 Arrow / Unlimited (ex) Poison Arrow - 1 Arrow / Unlimited (ex) |
|
6th | Phase Arrow - |
1 Arrow / Unlimited (ex) |
Destruction Arrow
T: Specialty Arrow S: Sorcery
I: “Destruction Arrow”
M: Arrow with red head cover labeled ‘Destruction’.
E: This arrow is Armor Destroying and Shield Destroying. Armor Destroying and Shield Destroying are applied after the normal effect of being hit with an arrow is applied.
Pinning Arrow
T: Specialty Arrow S: Sorcery
I: “Pinning Arrow”
M: Arrow with yellow head cover labeled ‘Pinning’.
E: A player struck by this arrow is Stopped for 30 seconds. Engulfing.
Poison Arrow
T: Specialty Arrow S: Death
I: “Poison Arrow”
M: Arrow with green head cover labeled ‘Poison’.
E: This arrow is Wounds Kill.
Suppression Arrow
T: Specialty Arrow S: Sorcery
I: “Suppression Arrow”
M: Arrow with purple head cover labeled ‘Suppression’.
E: A player struck by this arrow is Suppressed for 30 seconds. Engulfing.
Phase Arrow
T: Specialty Arrow S: Sorcery
I: “Phase Arrow”
M: Arrow with grey cover labeled ‘Phase’.
E: This arrow is Phasing.
Sniper
T: Archetype S: Neutral
E: May physically carry any number of Specialty
Arrows of each type. The frequency of each type
of Specialty Arrow ability becomes 1 Arrow/Life
Charge x3. Gain Momentum (Ambulant) (Unlimited)
(ex). Look the Part becomes Mend 1/Life.
L: May not fire normal arrows.
Artificer
T: Archetype S: Neutral
E: May wield a Small Shield. Gain Greater Mend 2/Refresh
Charge x10 (ex). Mend becomes 2/Life Charge x3 (ex).
Casting Mend on weapons or ahields does not consume a
use of Mend.
L: Rather than the normal amount of Specialty Arrows for
an Archer, gain:
- Pinning Arrow 3 Arrow / Unlimited (ex)
- Phase Arrow 1 Arrow / Unlimited (ex)
- Suppression Arrow 1 Arrow / Unlimited (ex)
Look the Part becomes a fourth Pinning Arrow.
N: Player must still have a use of Mend remaining to
cast on weapons or shields.
Garb: Orange sash and medieval/sword and sorcery-looking garb
Look The Part: Mend 1/Life.
Armor: 2pts
Shields: None
Weapons: Dagger, Short, Bow (May not fire normal arrows)
Level | Abilities |
---|---|
N/A | Reload |
1/Refresh Charge x3 (ex) T: Verbal S: Sorcery R: Self I: “I nocked my arrows to my bow, I let them fly, my quiver is low. Now I pause to go reload.” x3 E: Player becomes Invulnerable and may move about the field retrieving their arrows. The player may remove their Invulnerable state in the location they started or at base by stating, “I return with a full quiver” x3. L: Must stay at least 10' away from other players at all times. A player may not exit Reload at an alternate base location, such as Heart of the Swarm, in this way. N: May ask reeve for assistance in retrieving arrows that are within 10' of other players. |
|
N/A | Mend |
1/Life Charge x5 (ex) T: Verbal S: Sorcery R: Touch I: “I make this item whole again” x5 E: Destroyed or damaged item is repaired. One point of armor in one location is repaired. |
|
N/A | Momentum |
(Ambulant) (Unlimited) (ex) T: Verbal S: Sorcery R: Self I: “Momentum” E: May be used to instantly Charge a single ability by stating its name. L: Kill Trigger |
Destruction Arrow
T: Specialty Arrow S: Sorcery
I: “Destruction Arrow”
M: Arrow with red head cover labeled ‘Destruction’.
E: This arrow is Armor Destroying and Shield Destroying. Armor Destroying and Shield Destroying are applied after the normal effect of being hit with an arrow is applied.
Pinning Arrow
T: Specialty Arrow S: Sorcery
I: “Pinning Arrow”
M: Arrow with yellow head cover labeled ‘Pinning’.
E: A player struck by this arrow is Stopped for 30 seconds. Engulfing.
Poison Arrow
T: Specialty Arrow S: Death
I: “Poison Arrow”
M: Arrow with green head cover labeled ‘Poison’.
E: This arrow is Wounds Kill.
Suppression Arrow
T: Specialty Arrow S: Sorcery
I: “Suppression Arrow”
M: Arrow with purple head cover labeled ‘Suppression’.
E: A player struck by this arrow is Suppressed for 30 seconds. Engulfing.
Phase Arrow
T: Specialty Arrow S: Sorcery
I: “Phase Arrow”
M: Arrow with grey cover labeled ‘Phase’.
E: This arrow is Phasing.
Sniper
T: Archetype S: Neutral
E: May physically carry any number of Specialty
Arrows of each type. The frequency of each type
of Specialty Arrow ability becomes 1 Arrow/Life
Charge x3. Gain Momentum (Ambulant) (Unlimited)
(ex). Look the Part becomes Mend 1/Life.
L: May not fire normal arrows.
Garb: Orange sash and medieval/sword and sorcery-looking garb
Look The Part: An additional Pinning Arrow. 1 Arrow / Unlimited (ex)
Armor: 2pts
Shields: Small
Weapons: Dagger, Short, Bow
Level | Abilities |
---|---|
N/A | Reload |
1/Refresh Charge x3 (ex) T: Verbal S: Sorcery R: Self I: “I nocked my arrows to my bow, I let them fly, my quiver is low. Now I pause to go reload.” x3 E: Player becomes Invulnerable and may move about the field retrieving their arrows. The player may remove their Invulnerable state in the location they started or at base by stating, “I return with a full quiver” x3. L: Must stay at least 10' away from other players at all times. A player may not exit Reload at an alternate base location, such as Heart of the Swarm, in this way. N: May ask reeve for assistance in retrieving arrows that are within 10' of other players. |
|
N/A | Mend |
2/Life Charge x3 (ex) T: Verbal S: Sorcery R: Touch I: “I make this item whole again” x5 E: Destroyed or damaged item is repaired. One point of armor in one location is repaired. N: Casting Mend on Weapons or Shields does not consume a use of Mend. Player must still have a use of Mend remaining to cast on Weapons or Shields. |
|
N/A | Pinning Arrow |
3 Arrow / Unlimited (ex) | |
N/A | Suppression Arrow |
1 Arrow / Unlimited (ex) | |
N/A | Phase Arrow |
1 Arrow / Unlimited (ex) | |
N/A | Greater Mend |
2/Refresh Charge x10 (ex) T: Verbal S: Sorcery R: Touch I: “Return this [object name] to its former glory” x5 E: Will restore all armor points in one location or repair a damaged or broken item. |
Pinning Arrow
T: Specialty Arrow S: Sorcery
I: “Pinning Arrow”
M: Arrow with yellow head cover labeled ‘Pinning’.
E: A player struck by this arrow is Stopped for 30 seconds. Engulfing.
Suppression Arrow
T: Specialty Arrow S: Sorcery
I: “Suppression Arrow”
M: Arrow with purple head cover labeled ‘Suppression’.
E: A player struck by this arrow is Suppressed for 30 seconds. Engulfing.
Phase Arrow
T: Specialty Arrow S: Sorcery
I: “Phase Arrow”
M: Arrow with grey cover labeled ‘Phase’.
E: This arrow is Phasing.
Artificer
T: Archetype S: Neutral
E: May wield a Small Shield. Gain Greater Mend 2/Refresh
Charge x10 (ex). Mend becomes 2/Life Charge x3 (ex).
Casting Mend on weapons or ahields does not consume a
use of Mend.
L: Rather than the normal amount of Specialty Arrows for
an Archer, gain:
- Pinning Arrow 3 Arrow / Unlimited (ex)
- Phase Arrow 1 Arrow / Unlimited (ex)
- Suppression Arrow 1 Arrow / Unlimited (ex)
Look the Part becomes a fourth Pinning Arrow.
N: Player must still have a use of Mend remaining to
cast on weapons or shields.
Garb: Black sash and medieval/sword and sorcery-looking garb
Look The Part: Pick one:
Poison (Self) 1/Life Charge x3 (ex)
Poison Arrow - 1 Arrow / Unlimited (ex)
Armor: 2pts
Shields: None
Weapons: Dagger, Short, Long, Light Throwing, Heavy Throwing, Bow
Level | Abilities |
---|---|
1st | Trickery |
(T) T: Granted as Trait S: Sorcery R: Self E: Bearer may cast Blink, Shadow Step, and Teleport on themselves while they are already Insubstantial, provided that they were the cause of the initial Insubstantial State and entered it voluntarily. Doing so removes the original Insubstantial effect. | |
1st | Assassinate |
Unlimited (ex) (Ambulant) T: Verbal S: Death R: 50' I: “Assassinate” E: The target is Cursed. L: May only be used immediately upon killing an enemy. N: Assassinate targets the killed enemy and does not require verbal targeting. | |
1st | Shadow Step |
2/Life (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I step into the shadows” E: Player becomes Insubstantial. Shadow Step may be cast while moving. N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
2nd | Pick one: |
Poison (Self) 1/Life Charge x3 (ex) T: Enchantment S: Death R: Self I: “I coat these weapons with a deadly poison” x2 M: Red strip E: The next Wound dealt by the bearer in melee is Wounds Kill. N: If the target does not actually receive a Wound, e.g., by a Resistance, Poison is not expended. Poison Arrow - 2 Arrows / Unlimited (ex) T: Specialty Arrow S: Death I: “Poison Arrow” M: Arrow with green head cover labeled ‘Poison’. E: This arrow is Wounds Kill. |
|
3rd | Blink |
2/Life (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I vanish from sight” E: Player becomes Insubstantial. While Insubstantial in this way, player can move as they wish as long as they remain within 50' from their starting point. L: Caster may not end State within 10' of a living enemy. N: If the Insubstantial State is ended, the rest of the effect is ended as well. Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. |
|
4th | Hold Person |
1/Life (m) T: Verbal S: Command R: 20ft I: “I command thee to stop” x3 E: Target player becomes Stopped for 30 seconds. | |
5th | Teleport |
(Self) 2/Life (ex) T: Verbal S: Sorcery R: Self I: “I travel through the aether” x5 E: Target willing player becomes Insubstantial and moves directly to a chosen location chosen by the caster at the time of casting. This must be a fixed location (not relative to a player or to a moveable object). Upon arrival, they must immediately end the effect as per Insubstantial. N: If the player's Insubstantial state is removed before they have reached their destination, the effects of Teleport end. If Teleport is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
6th | Coup de Grace |
1/Life (m) T: Verbal S: Death R: 20' I: “Death shall come for thee” x3 E: Target player dies. L: Target must be Wounded when the caster begins the Incantation. N: Even if the target has no Wounds at the end of the Incantation they will still die. |
Rogue
T: Archetype S: Neutral
E: Regain a use of Coup de Grace upon killing a player with a thrown weapon.
L: May not wield Long weapons or Bows.
Spy
T: Archetype S: Neutral
E: Blink and Shadow Step become Charge x3.
L: May not wear Armor.
Garb: Black sash and medieval/sword and sorcery-looking garb
Look The Part: Poison (Self) 1/Life (ex)
Armor: 2pts
Shields: None
Weapons: Dagger, Short, Light Throwing, Heavy Throwing
Level | Abilities |
---|---|
N/A | Trickery |
(T) T: Granted as Trait S: Sorcery R: Self E: Bearer may cast Blink, Shadow Step, and Teleport on themselves while they are already Insubstantial, provided that they were the cause of the initial Insubstantial State and entered it voluntarily. Doing so removes the original Insubstantial effect. | |
N/A | Assassinate |
Unlimited (ex) (Ambulant) T: Verbal S: Death R: 50' I: “Assassinate” E: The target is Cursed. L: May only be used immediately upon killing an enemy. N: Assassinate targets the killed enemy and does not require verbal targeting. Regain a use of Coup de Grace if you successfully cast Assassinate on a player after killing them with a thrown weapon. You do not gain the effect if the dead player is unaffected by Assassinate. | |
N/A | Shadow Step |
2/Life (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I step into the shadows” E: Player becomes Insubstantial. Shadow Step may be cast while moving. N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Pick one: |
Poison (Self) 1/Life Charge x3 (ex) T: Enchantment S: Death R: Self I: “I coat these weapons with a deadly poison” x2 M: Red strip E: The next Wound dealt by the bearer in melee is Wounds Kill. N: If the target does not actually receive a Wound, e.g., by a Resistance, Poison is not expended. Poison Arrow - 2 Arrows / Unlimited (ex) T: Specialty Arrow S: Death I: “Poison Arrow” M: Arrow with green head cover labeled ‘Poison’. E: This arrow is Wounds Kill. |
|
N/A | Blink |
2/Life (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I vanish from sight” E: Player becomes Insubstantial. While Insubstantial in this way, player can move as they wish as long as they remain within 50' from their starting point. L: Caster may not end State within 10' of a living enemy. N: If the Insubstantial State is ended, the rest of the effect is ended as well. Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. |
|
N/A | Hold Person |
1/Life (m) T: Verbal S: Command R: 20ft I: “I command thee to stop” x3 E: Target player becomes Stopped for 30 seconds. | |
N/A | Teleport |
(Self) 2/Life (ex) T: Verbal S: Sorcery R: Self I: “I travel through the aether” x5 E: Target willing player becomes Insubstantial and moves directly to a chosen location chosen by the caster at the time of casting. This must be a fixed location (not relative to a player or to a moveable object). Upon arrival, they must immediately end the effect as per Insubstantial. N: If the player's Insubstantial state is removed before they have reached their destination, the effects of Teleport end. If Teleport is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Coup de Grace |
1/Life (m) T: Verbal S: Death R: 20' I: “Death shall come for thee” x3 E: Target player dies. L: Target must be Wounded when the caster begins the Incantation. N: Even if the target has no Wounds at the end of the Incantation they will still die. |
Rogue
T: Archetype S: Neutral
E: Regain a use of Coup de Grace upon killing a player with a thrown weapon.
L: May not wield Long weapons or Bows.
Garb: Black sash and medieval/sword and sorcery-looking garb
Look The Part: Poison (Self) 1/Life (ex)
Armor: NONE
Shields: None
Weapons: Dagger, Short, Long, Light Throwing, Heavy Throwing, Bow
Level | Abilities |
---|---|
N/A | Trickery |
(T) T: Granted as Trait S: Sorcery R: Self E: Bearer may cast Blink, Shadow Step, and Teleport on themselves while they are already Insubstantial, provided that they were the cause of the initial Insubstantial State and entered it voluntarily. Doing so removes the original Insubstantial effect. | |
N/A | Assassinate |
Unlimited (ex) (Ambulant) T: Verbal S: Death R: 50' I: “Assassinate” E: The target is Cursed. L: May only be used immediately upon killing an enemy. N: Assassinate targets the killed enemy and does not require verbal targeting. | |
N/A | Shadow Step |
2/Life Charge x3 (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I step into the shadows” E: Player becomes Insubstantial. Shadow Step may be cast while moving. N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Pick one: |
Poison (Self) 1/Life Charge x3 (ex) T: Enchantment S: Death R: Self I: “I coat these weapons with a deadly poison” x2 M: Red strip E: The next Wound dealt by the bearer in melee is Wounds Kill. N: If the target does not actually receive a Wound, e.g., by a Resistance, Poison is not expended. Poison Arrow - 2 Arrows / Unlimited (ex) T: Specialty Arrow S: Death I: “Poison Arrow” M: Arrow with green head cover labeled ‘Poison’. E: This arrow is Wounds Kill. |
|
N/A | Blink |
2/Life Charge x3 (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I vanish from sight” E: Player becomes Insubstantial. While Insubstantial in this way, player can move as they wish as long as they remain within 50' from their starting point. L: Caster may not end State within 10' of a living enemy. N: If the Insubstantial State is ended, the rest of the effect is ended as well. Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. |
|
N/A | Hold Person |
1/Life (m) T: Verbal S: Command R: 20ft I: “I command thee to stop” x3 E: Target player becomes Stopped for 30 seconds. | |
N/A | Teleport |
(Self) 2/Life (ex) T: Verbal S: Sorcery R: Self I: “I travel through the aether” x5 E: Target willing player becomes Insubstantial and moves directly to a chosen location chosen by the caster at the time of casting. This must be a fixed location (not relative to a player or to a moveable object). Upon arrival, they must immediately end the effect as per Insubstantial. N: If the player's Insubstantial state is removed before they have reached their destination, the effects of Teleport end. If Teleport is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Coup de Grace |
1/Life (m) T: Verbal S: Death R: 20' I: “Death shall come for thee” x3 E: Target player dies. L: Target must be Wounded when the caster begins the Incantation. N: Even if the target has no Wounds at the end of the Incantation they will still die. |
Spy
T: Archetype S: Neutral
E: Blink and Shadow Step become Charge x3.
L: May not wear Armor.
Garb: White sash and medieval/sword and sorcery-looking garb
Look The Part: Rage 1/Refresh Charge x10 (ex) (Ambulant)
Armor: 3pts
Shields: Medium
Weapons: All Melee, Javelins, Rocks
Level | Abilities |
---|---|
1st | Immune to Command (T) Immune to Subdual (T) |
1st | Berserk |
(T) T: Granted as Trait S: Sorcery R: Self E: Bearer's melee weapons are Armor Breaking. | |
2nd | Rage |
1/Refresh Charge x10 (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I am filled with rage!” E: Caster is unaffected by Verbal magic and abilities and their weapons are Shield Crushing and Armor Breaking for seven seconds. Caster must chant this time out loud, as per Chanting; failure to count ends the effect. | |
3rd | Adrenaline |
Unlimited (ex) T: Verbal S: Spirit R: Self I: “Adrenaline” E: Player heals a wound. L: Kill Trigger. | |
4th | Rage |
1/Refresh Charge x10 (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I am filled with rage!” E: Caster is unaffected by Verbal magic and abilities and their weapons are Shield Crushing and Armor Breaking for seven seconds. Caster must chant this time out loud, as per Chanting; failure to count ends the effect. | |
5th | Brutal Strike |
1/Life Charge x3 (ex) (Ambulant) T: Verbal S: Death R: Unlimited I: “And stay down!” E: Target is Cursed. Target is also Suppressed for 30 seconds. L: Wound Trigger. N: Brutal Strike targets the wounded or dead player and does not require verbal targeting. | |
6th | Blood and Thunder |
Unlimited (ex) T: Verbal S: Spirit R: Self I: “Blood and Thunder!” E: Player gains Blessing Against Wounds. L: Kill Trigger. N: Player must still wear a white strip to denote Blessing Against Wounds. Blessing Against Wounds T: Enchantment S: Protection R: Self M: White strip E: Resistant to Wounds. Does not count towards a player's Enchantment limit. L: May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex). |
Raider
T: Archetype S: Neutral
E: Gain Bear Strength (Self) 1/Life (ex). Look the Part becomes an additional use of Brutal Strike.
L: Lose all instances of Rage.
Berserker
T: Archetype S: Neutral
E: Gain Momentum Unlimited (ex) (Ambulant).
L: May not wear Armor, and loses all instances of Blood and Thunder.
Garb: White sash and medieval/sword and sorcery-looking garb
Look The Part: Brutal Strike 1/Life (ex) (Ambulant)
Armor: 3pts
Shields: Medium
Weapons: All Melee, Javelins, Rocks
Level | Abilities |
---|---|
N/A | Immune to Command (T) Immune to Subdual (T) |
N/A | Berserk |
(T) T: Granted as Trait S: Sorcery R: Self E: Bearer's melee weapons are Armor Breaking. | |
N/A | Adrenaline |
Unlimited (ex) T: Verbal S: Spirit R: Self I: “Adrenaline” E: Player heals a wound. L: Kill Trigger. N: Player may choose to use Adrenaline for its usual effect or to instantly charge Brutal Strike. | |
N/A | Brutal Strike |
1/Life Charge x3 (ex) (Ambulant) T: Verbal S: Death R: Unlimited I: “And stay down!” E: Target is Cursed. Target is also Suppressed for 30 seconds. L: Wound Trigger. N: Brutal Strike targets the wounded or dead player and does not require verbal targeting. | |
N/A | Bear Strength |
1/Life (ex) T: Enchantment S: Sorcery R: Self I: “I enchant thee with the strength of the bear” x3 M: Red strip E: Bearer's wielded melee weapons are Shield Crushing. | |
N/A | Blood and Thunder |
Unlimited (ex) T: Verbal S: Spirit R: Self I: “Blood and Thunder!” E: Player gains Blessing Against Wounds. L: Kill Trigger. N: Player must still wear a white strip to denote Blessing Against Wounds. Blessing Against Wounds T: Enchantment S: Protection R: Self M: White strip E: Resistant to Wounds. Does not count towards a player's Enchantment limit. L: May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex). |
Raider
T: Archetype S: Neutral
E: Gain Bear Strength (Self) 1/Life (ex). Look the Part becomes an additional use of Brutal Strike.
L: Lose all instances of Rage.
Garb: White sash and medieval/sword and sorcery-looking garb
Look The Part: Rage 1/Refresh Charge x10 (ex) (Ambulant)
Armor: NONE
Shields: Medium
Weapons: All Melee, Javelins, Rocks
Level | Abilities |
---|---|
N/A | Immune to Command (T) Immune to Subdual (T) |
N/A | Berserk |
(T) T: Granted as Trait S: Sorcery R: Self E: Bearer's melee weapons are Armor Breaking. | |
N/A | Rage |
2/Refresh Charge x10 (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I am filled with rage!” E: Caster is unaffected by Verbal magic and abilities and their weapons are Shield Crushing and Armor Breaking for seven seconds. Caster must chant this time out loud, as per Chanting; failure to count ends the effect. | |
N/A | Adrenaline |
Unlimited (ex) T: Verbal S: Spirit R: Self I: “Adrenaline” E: Player heals a wound. L: Kill Trigger. N: Player may choose to use Adrenaline for its usual effect or to instantly charge Rage. | |
N/A | Brutal Strike |
1/Life Charge x3 (ex) (Ambulant) T: Verbal S: Death R: Unlimited I: “And stay down!” E: Target is Cursed. Target is also Suppressed for 30 seconds. L: Wound Trigger. N: Brutal Strike targets the wounded or dead player and does not require verbal targeting. | |
N/A | Momentum |
Unlimited (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “Momentum” E: May be used to instantly Charge a single ability by stating its name. L: Kill Trigger. |
Berserker
T: Archetype S: Neutral
E: Gain Momentum Unlimited (ex) (Ambulant).
L: May not wear Armor, and loses all instances of Blood and Thunder.
Garb: Grey sash and medieval/sword and sorcery looking garb
Look The Part: Heal 1/Life (ex)
Armor: 1pt
Shields: None
Weapons: All Melee, Heavy Thrown
Level | Abilities |
---|---|
1st | Enlightened Soul |
(T) T: Granted as Trait S: Protection R: Self E: Player is unaffected by Verbal magic used at a Range greater than Touch. L: Affects beneficial magic as well as harmful magic. N: Does not affect (ex) abilities, abilities with a Range of Touch, or abilities whose Range is greater than Touch but are used at a Range of Touch anyway. | |
1st | Missile Block |
(T) T: Granted as Trait S: Protection R: Self E: Player may block arrows, projectile weapons, and Magic Balls with their hands and wielded melee or thrown weapons. Any arrow, projectile weapon or magic ball blocked is nullified. | |
2nd | Banish |
1/Life Charge x5 (ex) T: Verbal S: Spirit R: 20' I: “The spirits banish thee from this place” x3 E: Target Insubstantial player must return to their base where their Insubstantial State immediately ends. N: The target's Insubstantial State is replaced with a new insubstantial state from Banish. If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Banish is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
3rd | Sanctuary |
1/Life Charge x5 (ex) (Ambulant) T: Verbal S: Protection R: Self I: “Sanctuary” E: Player and their carried equipment are unaffected by hostile actions originating from within 20'. Must Chant “sanctuary”. Player may end Sanctuary at any time by ceasing to chant and declaring “No longer in sanctuary” or by by picking up a weapon with their hand. L: If the player is voluntarily touching (other than blocking) or carrying weapons in any fashion (tucked under arms, tied to thongs, etc) at any point during Sanctuary then they may only voluntarily end Sanctuary within 20' of a friendly base, and must continue chanting until there. Player may not cast this ability while they have any weapons in hand. Cannot interact with game items nor game objectives, nor impede the play of other people in any manner, and must immediately move to avoid such situations. May not come within 20' of a nonfriendly base. N: The exit declaration must be audible out to 20 feet. | |
4th | Heal |
1/Life Charge x3 (ex) T: Verbal S: Spirit R: Touch I: “The white light of healing hath healed thee.” x5 E: Target player heals a wound. | |
5th | Resurrect |
1/Refresh Charge x5 (m) T: Verbal S: Spirit R: Touch I: “Sword Cut, spear stab mace smash, arrow jab, Let the white light of healing descend on thee. Let the white light of healing stop thy spilling blood. Let the white light of healing mend thy bones. Let the white light of healing close thy wounds. Let the white light of healing restore thy vigor. The white light of healing hath resurrected thee.” E: Target Dead player who has not moved more than 5' from where they died is returned to life. Non-Persistent Enchantments on the player are removed before the player returns to life. Any Wounds on the player are healed. | |
6th | Innate |
1/Life (ex) T: Meta-Magic S: Neutral I: “Innate” E: May be used to instantly Charge a single magic or ability by stating its name. |
Medium
T: Archetype S: Neutral
E: Gain Blessing Against Wounds (Touch) 1/Life (ex), Sever Spirit 1/Life Charge x3 (ex), and Swift 2/Life. Abilities in the Spirit school become Charge x3
L: May not wear Armor and may not wield Great weapons.
Mystic
T: Archetype S: Neutral
E: Gain Force Bolt 4 Balls/Unlimited (m). Gain Suppression Bolt 2 Balls/Unlimited (m).
L: May not wield Heavy Thrown. Lose all instances of Ressurrect.
Garb: Grey sash and medieval/sword and sorcery-looking garb
Look The Part: Heal 1/Life (ex)
Armor: NONE
Shields: None
Weapons: All Melee (EXCEPT GREAT), Heavy Thrown
Level | Abilities |
---|---|
N/A | Enlightened Soul |
(T) T: Granted as Trait S: Protection R: Self E: Player is unaffected by Verbal magic used at a Range greater than Touch. L: Affects beneficial magic as well as harmful magic. N: Does not affect (ex) abilities, abilities with a Range of Touch, or abilities whose Range is greater than Touch but are used at a Range of Touch anyway. | |
N/A | Missile Block |
(T) T: Granted as Trait S: Protection R: Self E: Player may block arrows, projectile weapons, and Magic Balls with their hands and wielded melee or thrown weapons. Any arrow, projectile weapon or magic ball blocked is nullified. | |
N/A | Banish |
1/Life Charge x3 (ex) T: Verbal S: Spirit R: 20' I: “The spirits banish thee from this place” x3 E: Target Insubstantial player must return to their base where their Insubstantial State immediately ends. N: The target's Insubstantial State is replaced with a new insubstantial state from Banish. If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Banish is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Sanctuary |
1/Life Charge x5 (ex) (Ambulant) T: Verbal S: Protection R: Self I: “Sanctuary” E: Player and their carried equipment are unaffected by hostile actions originating from within 20'. Must Chant “sanctuary”. Player may end Sanctuary at any time by ceasing to chant and declaring “No longer in sanctuary” or by by picking up a weapon with their hand. L: If the player is voluntarily touching (other than blocking) or carrying weapons in any fashion (tucked under arms, tied to thongs, etc) at any point during Sanctuary then they may only voluntarily end Sanctuary within 20' of a friendly base, and must continue chanting until there. Player may not cast this ability while they have any weapons in hand. Cannot interact with game items nor game objectives, nor impede the play of other people in any manner, and must immediately move to avoid such situations. May not come within 20' of a nonfriendly base. N: The exit declaration must be audible out to 20 feet. | |
N/A | Heal |
1/Life Charge x3 (ex) T: Verbal S: Spirit R: Touch I: “The white light of healing hath healed thee.” x5 E: Target player heals a wound. | |
N/A | Resurrect |
1/Refresh Charge x3 (m) T: Verbal S: Spirit R: Touch I: “Sword Cut, spear stab mace smash, arrow jab, Let the white light of healing descend on thee. Let the white light of healing stop thy spilling blood. Let the white light of healing mend thy bones. Let the white light of healing close thy wounds. Let the white light of healing restore thy vigor. The white light of healing hath resurrected thee.” E: Target Dead player who has not moved more than 5' from where they died is returned to life. Non-Persistent Enchantments on the player are removed before the player returns to life. Any Wounds on the player are healed. | |
N/A | Innate |
1/Life (ex) T: Meta-Magic S: Neutral I: “Innate” E: May be used to instantly Charge a single magic or ability by stating its name. | |
N/A | Blessing Against Wounds |
(Touch) 1/Life (ex) T: Enchantment S: Protection R: Touch I: “I enchant thee against wounds” x3 M: White strip E: Resistant to Wounds. Does not count towards a players Enchantment limit. L: May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex). | |
N/A | Sever Spirit |
1/Life Charge x3 (ex) T: Verbal S: Spirit R: 20' I: “The spirits lay a curse on thee.” x3 E: May only target dead players. Player is Cursed. Any Enchantments on the player are removed. N: Will always remove enchantments if successfully cast on a valid target, regardless of the player's Traits, States, Immunities, Ongoing Effects, or Enchantments. | |
N/A | Swift |
2/Life T: Meta-Magic S: Neutral I: “Swift” E: Magic and abilities require only a single iteration of the incantation. For multi-line Incantations use the last line. L: May only be used on Magic and Abilities at a range of Ball, Touch, or Self. May not be used on the Charge incantation. |
Medium
T: Archetype S: Neutral
E: Gain Blessing Against Wounds (Touch) 1/Life (ex), Sever Spirit 1/Life Charge x3 (ex), and Swift 2/Life. Abilities in the Spirit school become Charge x3
L: May not wear Armor and may not wield Great weapons.
Garb: Grey sash and medieval/sword and sorcery-looking garb
Look The Part: Heal 1/Life (ex)
Armor: 1pt
Shields: None
Weapons: All Melee
Level | Abilities |
---|---|
N/A | Enlightened Soul |
(T) T: Granted as Trait S: Protection R: Self E: Player is unaffected by Verbal magic used at a Range greater than Touch. L: Affects beneficial magic as well as harmful magic. N: Does not affect (ex) abilities, abilities with a Range of Touch, or abilities whose Range is greater than Touch but are used at a Range of Touch anyway. | |
N/A | Missile Block |
(T) T: Granted as Trait S: Protection R: Self E: Player may block arrows, projectile weapons, and Magic Balls with their hands and wielded melee or thrown weapons. Any arrow, projectile weapon or magic ball blocked is nullified. | |
N/A | Banish |
1/Life Charge x5 (ex) T: Verbal S: Spirit R: 20' I: “The spirits banish thee from this place” x3 E: Target Insubstantial player must return to their base where their Insubstantial State immediately ends. N: The target's Insubstantial State is replaced with a new insubstantial state from Banish. If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Banish is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Sanctuary |
1/Life Charge x5 (ex) (Ambulant) T: Verbal S: Protection R: Self I: “Sanctuary” E: Player and their carried equipment are unaffected by hostile actions originating from within 20'. Must Chant “sanctuary”. Player may end Sanctuary at any time by ceasing to chant and declaring “No longer in sanctuary” or by by picking up a weapon with their hand. L: If the player is voluntarily touching (other than blocking) or carrying weapons in any fashion (tucked under arms, tied to thongs, etc) at any point during Sanctuary then they may only voluntarily end Sanctuary within 20' of a friendly base, and must continue chanting until there. Player may not cast this ability while they have any weapons in hand. Cannot interact with game items nor game objectives, nor impede the play of other people in any manner, and must immediately move to avoid such situations. May not come within 20' of a nonfriendly base. N: The exit declaration must be audible out to 20 feet. | |
N/A | Heal |
1/Life Charge x3 (ex) T: Verbal S: Spirit R: Touch I: “The white light of healing hath healed thee.” x5 E: Target player heals a wound. | |
N/A | Innate |
1/Life (ex) T: Meta-Magic S: Neutral I: “Innate” E: May be used to instantly Charge a single magic or ability by stating its name. | |
N/A | Force Bolt |
4 Balls/Unlimited (m) T: Magic Ball S: Sorcery I: “Forcebolt” x3 M: Blue Magic Ball E: Force Bolt will have one of the following effects on the object first struck: 1. A weapon hit is destroyed 2. Armor hit with Armor Points remaining is subject to Armor Breaking. 3. A player hit receives a Wound to that hit location. | |
N/A | Suppression Bolt |
2 Balls/Unlimited (m) T: Magic Ball S: Subdual I: “The strength of suppression is mine to evoke” x3 M: Purple Magic Ball E: Target is Suppressed for 60 seconds. Engulfing. |
Mystic
T: Archetype S: Neutral
E: Gain Force Bolt 4 Balls/Unlimited (m). Gain Suppression Bolt 2 Balls/Unlimited (m).
May not wield Heavy Thrown. Lose all instances of Ressurrect.
Garb: Metallic gold sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a white phoenix Class Symbol instead.
Requirements: Must be 6th level in at least one class.
Look The Part: Awe 1/Life (m)
Armor: 4pts
Shields: Large
Weapons: All Melee, Javelins
Level | Abilities |
---|---|
1st | Immune to Command (T) Immune to Death (T) |
2nd | Greater Heal |
1/Life Charge x3 (m) T: Verbal S: Spirit R: Touch I: “By the grace of the divine thou art healed” x5 E: All wounds are healed. Ignores the Cursed State. | |
3rd | Extend Immunities |
1/Refresh Charge x5 (ex) T: Enchantment S: Protection R: Other I: “May the blessing of my god protect thee” x3 M: White strip E: The target player gains either Immune to Command or Immune to Death. L: Type of Ability must be chosen at the time of casting and may not be changed. The caster may only have one instance of Extend Immunities active at a time. | |
4th | Greater Resurrect |
1/Life (m) T: Verbal S: Spirit R: Touch I: “By the grace of the divine thou art resurrected” x5 E: Target Dead player who has not moved more than 5' from where they died is returned to life. Any wounds on the player are healed. Works regardless of any States on the target, and removes Cursed if present. N: Enchantments on the player are retained. | |
5th | Awe |
1/Life (m) T: Verbal S: Command R: 20' I: “I command thee awed” x3 E: Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 20' away from the caster unless forced there by another Ability. Lasts 30 seconds. N: If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell's effect is negated. | |
6th | Protection from Magic |
(Touch) 2/Refresh (m) T: Enchantment S: Protection R: Touch I: “I enchant thee with protection from magic” x3 M: White strip E: Bearer is unaffected by magic from any school. Upon death, the player is Cursed. N: Does not interact with other Enchantments worn by the bearer. |
Guardian
T: Archetype S: Neutral
E: Gain Imbue Shield (Touch) 1/Life (m) and Martyr (Other) 2/Life Charge x3 (ex).
L: Loses all instances of Protection from Magic and Extend Immunities. May only have one instance of Imbue Shield active at a time.
Inquisitor
T: Archetype S: Neutral
E: Gain Sacred Blades (Self) 1/Life (ex).
L: Player loses all instances of Greater Resurrect.
Garb: Metallic gold sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a white phoenix Class Symbol instead.
Requirements: Must be 6th level in at least one class.
Look The Part: Awe 1/Life (m)
Armor: 4pts
Shields: Large
Weapons: All Melee, Javelins
Level | Abilities |
---|---|
N/A | Immune to Command (T) Immune to Death (T) |
N/A | Greater Heal |
1/Life Charge x3 (m) T: Verbal S: Spirit R: Touch I: “By the grace of the divine thou art healed” x5 E: All wounds are healed. Ignores the Cursed State. | |
N/A | Martyr |
(Other) 2/Life Charge x3 (ex) T: Verbal S: Spirit R: Other I: “Thy burdens are mine to bear.” E: A single State is removed from target willing player. The caster gains the removed State with a new duration of 10 seconds. L: Cannot be cast while Cursed. | |
N/A | Greater Resurrect |
1/Life (m) T: Verbal S: Spirit R: Touch I: “By the grace of the divine thou art resurrected” x5 E: Target Dead player who has not moved more than 5' from where they died is returned to life. Any wounds on the player are healed. Works regardless of any States on the target, and removes Cursed if present. N: Enchantments on the player are retained. | |
N/A | Awe |
1/Life (m) T: Verbal S: Command R: 20' I: “I command thee awed” x3 E: Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 20' away from the caster unless forced there by another Ability. Lasts 30 seconds. N: If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell's effect is negated. | |
N/A | Imbue Shield |
(Touch) 1/Life (m) T: Enchantment S: Protection R: Touch I: “This shield shall neither bend nor break” x3 M: White strip E: Shield wielded by the player cannot be destroyed nor damaged. Engulfing effects hitting the shield are ignored. |
Guardian
T: Archetype S: Neutral
E: Gain Imbue Shield (Touch) 1/Life (m) and Martyr (Other) 2/Life Charge x3 (ex).
L: Loses all instances of Protection from Magic and Extend Immunities. May only have one instance of Imbue Shield active at a time.
Garb: Metallic gold sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a white phoenix Class Symbol instead.
Requirements: Must be 6th level in at least one class.
Look The Part: Awe 1/Life (m)
Armor: 4pts
Shields: Large
Weapons: All Melee, Javelins
Level | Abilities |
---|---|
N/A | Immune to Command (T) Immune to Death (T) |
N/A | Greater Heal |
1/Life Charge x3 (m) T: Verbal S: Spirit R: Touch I: “By the grace of the divine thou art healed” x5 E: All wounds are healed. Ignores the Cursed State. | |
N/A | Awe |
1/Life (m) T: Verbal S: Command R: 20' I: “I command thee awed” x3 E: Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 20' away from the caster unless forced there by another Ability. Lasts 30 seconds. N: If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell's effect is negated. | |
N/A | Extend Immunities |
1/Refresh Charge x5 (ex) T: Enchantment S: Protection R: Other I: “May the blessing of my god protect thee” x3 M: White strip E: The target player gains either Immune to Command or Immune to Death. L: Type of Ability must be chosen at the time of casting and may not be changed. The caster may only have one instance of Extend Immunities active at a time. | |
N/A | Sacred Blades |
1/Life (ex) T: Enchantment S: Sorcery R: Self I: “I sanctify these weapons to smite the wicked” x2 M: White strip and Red strip E: Bearer's wielded weapons are affected as per Harden. Bearer's wielded melee weapons ignore magic armor and resistances that prevent wounds. | |
N/A | Protection from Magic |
(Touch) 2/Refresh (m) T: Enchantment S: Protection R: Touch I: “I enchant thee with protection from magic” x3 M: White strip E: Bearer is unaffected by magic from any school. Upon death, the player is Cursed. N: Does not interact with other Enchantments worn by the bearer. |
Inquisitor
T: Archetype S: Neutral
E: Gain Sacred Blades (Self) 1/Life (ex).
L: Player loses all instances of Greater Resurrect.
Garb: Green sash and medieval/sword and sorcery-looking garb.
Look The Part: Heal 1/Life (ex)
Armor: 3pts
Shields: Small
Weapons: Dagger, Short, Long, Heavy Thrown, Bow
Level | Abilities |
---|---|
1st | Tracking |
2/Life Charge x3 (ex) (Ambulant) T: Verbal S: Sorcery R: 20ft I: “Tracking” x3 E: Target Insubstantial player immediately has their Insubstantial effect ended. |
|
2nd | Heal |
1/Life (ex) T: Verbal S: Spirit R: Touch I: “The white light of healing hath healed thee.” x5 E: Target player heals a wound. | |
2nd | Release |
1/Life Charge x3 (ex) T: Verbal S: Sorcery R: Touch I: “From thy bindings thou art released” x5 E: A single ongoing effect or State is removed from the target. Casters choice. L: Cannot remove Cursed. | |
3rd | Dispel Magic |
1/Refresh Charge x5 (ex) T: Verbal S: Sorcery R: 20' I: “By my power I dispel that magic” x3 E: All Enchantments on target are removed. N: Will always remove enchantments if successfully cast on a valid target, regardless of the player's Traits, States, Immunities, Ongoing Effects, or Enchantments (except Sleight of Mind). | |
3rd | Shadow Step |
1/Life (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I step into the shadows” E: Player becomes Insubstantial. Shadow Step may be cast while moving. N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
4th | Choose one: |
Hold Person 1/Life (m) T: Verbal S: Command R: 20' I: “I command thee to stop” x3 E: Target player becomes Stopped for 30 seconds. Pinning Arrow 1 Arrow / Unlimited (ex) T: Specialty Arrow S: Sorcery I: “Pinning Arrow” M: Arrow with yellow head cover labeled ‘Pinning’. E: A player struck by this arrow is Stopped for 30 seconds. Engulfing. | |
5th | Evolution |
(T) T: Granted as Trait S: Sorcery R: Self E: May wear an additional Enchantment. Evolution does not count towards the bearer's Enchantment limit. N: This ability does work in conjunction with Attuned, Essence Graft, or Phoenix Tears so long as the other limitations of those Enchantments are followed. | |
6th | Adaptive Protection |
(Self) 1/Life (ex) T: Enchantment S: Protection R: Self I: “I enchant thee with this protection” x3 M: White strip E: Bearer becomes Immune to one of the following Schools: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting. |
Hunter
T: Archetype S: Neutral
E: May wield Great Weapons and Javelins.
Pick one:
- Hold Person becomes 1/Life Charge x3 (ex).
- Pinning Arrow becomes 2 Arrow / Unlimited (ex)
L: May not wield Shields. Loses all instances of Release and Evolution.
N: You only gain the benefit of an option if you already have that ability.
Apex
T: Archetype S: Neutral
E: Gain Mend 1/Life (ex) and Sleight of Mind (Self) 1/Life (ex).
L: Lose all instances of Evolution, Hold Person, and Pinning Arrow.
Garb: Green sash and medieval/sword and sorcery-looking garb.
Look The Part: Heal 1/Life (ex)
Armor: 3pts
Shields: NONE
Weapons: Dagger, Short, Long, Heavy Thrown, Great, Javelins, Bow
Level | Abilities |
---|---|
N/A | Tracking |
2/Life Charge x3 (ex) (Ambulant) T: Verbal S: Sorcery R: 20ft I: “Tracking” x3 E: Target Insubstantial player immediately has their Insubstantial effect ended. |
|
N/A | Heal |
1/Life (ex) T: Verbal S: Spirit R: Touch I: “The white light of healing hath healed thee.” x5 E: Target player heals a wound. | |
N/A | Dispel Magic |
1/Refresh Charge x5 (ex) T: Verbal S: Sorcery R: 20' I: “By my power I dispel that magic” x3 E: All Enchantments on target are removed. N: Will always remove enchantments if successfully cast on a valid target, regardless of the player's Traits, States, Immunities, Ongoing Effects, or Enchantments (except Sleight of Mind). | |
N/A | Shadow Step |
1/Life (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I step into the shadows” E: Player becomes Insubstantial. Shadow Step may be cast while moving. N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Choose one: |
Hold Person 1/Life CHARGE x3 (m) T: Verbal S: Command R: 20' I: “I command thee to stop” x3 E: Target player becomes Stopped for 30 seconds. Pinning Arrow 2 Arrow / Unlimited (ex) T: Specialty Arrow S: Sorcery I: “Pinning Arrow” M: Arrow with yellow head cover labeled ‘Pinning’. E: A player struck by this arrow is Stopped for 30 seconds. Engulfing. | |
N/A | Adaptive Protection |
(Self) 1/Life (ex) T: Enchantment S: Protection R: Self I: “I enchant thee with this protection” x3 M: White strip E: Bearer becomes Immune to one of the following Schools: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting. |
Hunter
T: Archetype S: Neutral
E: May wield Great Weapons and Javelins.
Pick one:
- Hold Person becomes 1/Life Charge x3 (ex).
- Pinning Arrow becomes 2 Arrow / Unlimited (ex)
L: May not wield Shields. Loses all instances of Release and Evolution.
N: You only gain the benefit of an option if you already have that ability.
Garb: Green sash and medieval/sword and sorcery-looking garb.
Look The Part: Heal 1/Life (ex)
Armor: 3pts
Shields: Small
Weapons: Dagger, Short, Long, Heavy Thrown, Bow
Level | Abilities |
---|---|
N/A | Tracking |
2/Life Charge x3 (ex) (Ambulant) T: Verbal S: Sorcery R: 20ft I: “Tracking” x3 E: Target Insubstantial player immediately has their Insubstantial effect ended. |
|
N/A | Heal |
1/Life (ex) T: Verbal S: Spirit R: Touch I: “The white light of healing hath healed thee.” x5 E: Target player heals a wound. | |
N/A | Release |
1/Life Charge x3 (ex) T: Verbal S: Sorcery R: Touch I: “From thy bindings thou art released” x5 E: A single ongoing effect or State is removed from the target. Casters choice. L: Cannot remove Cursed. | |
N/A | Dispel Magic |
1/Refresh Charge x5 (ex) T: Verbal S: Sorcery R: 20' I: “By my power I dispel that magic” x3 E: All Enchantments on target are removed. N: Will always remove enchantments if successfully cast on a valid target, regardless of the player's Traits, States, Immunities, Ongoing Effects, or Enchantments (except Sleight of Mind). | |
N/A | Shadow Step |
1/Life (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “I step into the shadows” E: Player becomes Insubstantial. Shadow Step may be cast while moving. N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. | |
N/A | Mend |
1/Life (ex) T: Verbal S: Sorcery R: Touch I: “I make this item whole again” x5 E: Destroyed or damaged item is repaired. One point of armor in one location is repaired. |
|
N/A | Sleight of Mind |
(Self) 1/Life (ex) T: Enchantment S: Sorcery R: Self I: “May thy power remain” x3 M: Yellow Strip E: Enchantments worn by the bearer, other than Sleight of Mind, are not removed by Dispel Magic or similar abilities. Does not count towards the bearer's Enchantment Limit. |
|
6th | Adaptive Protection |
(Self) 1/Life (ex) T: Enchantment S: Protection R: Self I: “I enchant thee with this protection” x3 M: White strip E: Bearer becomes Immune to one of the following Schools: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting. |
Apex
T: Archetype S: Neutral
E: Gain Mend 1/Life (ex) and Sleight of Mind (Self) 1/Life (ex).
L: Lose all instances of Evolution, Hold Person, and Pinning Arrow.
Garb: Purple sash and medieval/sword and sorcery looking garb.
Look The Part: Insult 1/Life (m) (Ambulant)
Armor: 6pts
Shields: Large
Weapons: All Melee, Javelins
Level | Abilities |
---|---|
1st | Harden |
(Self) 1/Life (ex) T: Enchantment S: Protection R: Self I: “I enchant thee with harden” x3 M: White strip E: Bearer's wielded weapons or shield may only be destroyed by Magic Balls/Verbals which destroy objects, e.g. Fireball or Pyrotechnics. L: Will only affect either the weapons or the shield of the bearer, not both. | |
2nd | Scavenge |
Unlimited (ex) T: Verbal S: Sorcery R: Self I: “Scavenge” E: Destroyed or damaged item is repaired, or one point of armor in one location is repaired. L: Kill Trigger. | |
3rd | True Grit |
2/Refresh (ex) T: Verbal S: Spirit R: Self I: “The wicked flee when I pursue” immediately after dying E: Player returns to life with wounds healed and is immediately Frozen for 30 seconds. N: Enchantments on the player are retained. | |
4th | Insult |
1/Life (m) (Ambulant) T: Verbal S: Command R: 20' I: “I command thy attention” x3 E: Target is unable to attack or cast magic at anyone other than the caster or their carried equipment for 30 seconds, or until either party dies. If the target of Insult is attacked or has magic cast on them or their carried equipment by someone other than the caster, the target of Insult becomes able to choose to attack the offending party as well. N: The target may still charge and throw Magic Balls at the caster. | |
5th | Shake It Off |
1/Refresh Charge x3 (ex) T: Verbal S: Spirit R: Self I: “I shall overcome” E: 10 seconds after casting Shake It Off the player may remove from themselves any number of States or Effects of their choice. Shake It Off may be cast at any time the player is alive, even while the player would otherwise be prevented from casting abilities by Stunned, Suppressed, or similar. | |
6th | Ancestral Armor |
(Self) 3/Refresh Charge x10 (ex) (Swift) T: Enchantment S: Protection R: Self I: “May this armor protect thee from all forms of harm.” M: White strip E: The effects of a Magic Ball, projectile weapon, or melee weapon which just struck armor worn by the player are ignored, even if the object would not otherwise affect the armor. The armor loses one point of value in the location struck. This effect will not trigger if the armor has no points left in the location struck. Ancestral Armor is not expended after use and will continue to provide protection until removed with Dispel Magic or similar abilities. N: Engulfing Effects that do not strike the bearer's armor and abilities that ignore armor entirely do not trigger Ancestral Armor. Phasing equipment interacts with armor worn by the bearer as though Ancestral Armor was not present. |
Marauder
T: Archetype S: Neutral
E: Gain Momentum Unlimited (ex) (Ambulant). Insult becomes 1/Life Charge x5 (m) (Ambulant).
L: Maximum Armor becomes 4pts. May not wield Large shields. Ancestral Armor is no longer chargeable.
Juggernaut
T: Archetype S: Neutral
E: Replaces Harden with Greater Harden (Self) (ex) at the same frequency. Gain Phoenix Tears (Self) 3/Refresh (ex) (Swift) and Imbue Armor (T).
L: Loses all instances of Ancestral Armor and True Grit.
Garb: Purple sash and medieval/sword and sorcery-looking garb.
Look The Part: Insult 1/Life (m) (Ambulant)
Armor: 4pts
Shields: Medium
Weapons: All Melee, Javelins
Level | Abilities |
---|---|
N/A | Harden |
(Self) 1/Life (ex) T: Enchantment S: Protection R: Self I: “I enchant thee with harden” x3 M: White strip E: Bearer's wielded weapons or shield may only be destroyed by Magic Balls/Verbals which destroy objects, e.g. Fireball or Pyrotechnics. L: Will only affect either the weapons or the shield of the bearer, not both. | |
N/A | Scavenge |
Unlimited (ex) T: Verbal S: Sorcery R: Self I: “Scavenge” E: Destroyed or damaged item is repaired, or one point of armor in one location is repaired. L: Kill Trigger. N: Player may choose to use Scavenge for its usual effect or to instantly Charge an ability | |
N/A | True Grit |
2/Refresh (ex) T: Verbal S: Spirit R: Self I: “The wicked flee when I pursue” immediately after dying E: Player returns to life with wounds healed and is immediately Frozen for 30 seconds. N: Enchantments on the player are retained. | |
N/A | Insult |
1/Life Charge x5 (m) (Ambulant) T: Verbal S: Command R: 20' I: “I command thy attention” x3 E: Target is unable to attack or cast magic at anyone other than the caster or their carried equipment for 30 seconds, or until either party dies. If the target of Insult is attacked or has magic cast on them or their carried equipment by someone other than the caster, the target of Insult becomes able to choose to attack the offending party as well. N: The target may still charge and throw Magic Balls at the caster. | |
N/A | Shake It Off |
1/Refresh Charge x3 (ex) T: Verbal S: Spirit R: Self I: “I shall overcome” E: 10 seconds after casting Shake It Off the player may remove from themselves any number of States or Effects of their choice. Shake It Off may be cast at any time the player is alive, even while the player would otherwise be prevented from casting abilities by Stunned, Suppressed, or similar. | |
N/A | Ancestral Armor |
(Self) 3/Refresh (ex) (Swift) T: Enchantment S: Protection R: Self I: “May this armor protect thee from all forms of harm.” M: White strip E: The effects of a Magic Ball, projectile weapon, or melee weapon which just struck armor worn by the player are ignored, even if the object would not otherwise affect the armor. The armor loses one point of value in the location struck. This effect will not trigger if the armor has no points left in the location struck. Ancestral Armor is not expended after use and will continue to provide protection until removed with Dispel Magic or similar abilities. N: Engulfing Effects that do not strike the bearer's armor and abilities that ignore armor entirely do not trigger Ancestral Armor. Phasing equipment interacts with armor worn by the bearer as though Ancestral Armor was not present. | |
N/A | Momentum |
Unlimited (ex) (Ambulant) T: Verbal S: Sorcery R: Self I: “Momentum” E: May be used to instantly Charge a single ability by stating its name. L: Kill Trigger. |
Marauder
T: Archetype S: Neutral
E: Gain Momentum Unlimited (ex) (Ambulant). Insult becomes 1/Life Charge x5 (m) (Ambulant).
L: Maximum Armor becomes 4pts. May not wield Large shields. Ancestral Armor is no longer chargeable.
Garb: Purple sash and medieval/sword and sorcery-looking garb.
Look The Part: Insult 1/Life (m) (Ambulant)
Armor: 6pts
Shields: Large
Weapons: All Melee, Javelins
Level | Abilities |
---|---|
N/A | Greater Harden |
(Self) 1/Life (ex) T: Enchantment S: Protection R: Self I: “I enchant thee with Greater Harden” x3 M: White strip E: Shields and weapons wielded by the player are affected as per Harden. | |
N/A | Scavenge |
Unlimited (ex) T: Verbal S: Sorcery R: Self I: “Scavenge” E: Destroyed or damaged item is repaired, or one point of armor in one location is repaired. L: Kill Trigger. | |
N/A | Imbue Armor |
(T) T: Granted as a Trait S: Protection R: Self E: Armor worn by the bearer gains 1 Armor Point to its current and maximum rating in each location, up to the bearer's class maximum. L: Does not apply to magic armor. A player may only benefit from one instance of Imbue Armor. N: When this enchantment is removed, the bearer loses 1 current and maximum Armor Point in each location. | |
N/A | Insult |
1/Life (m) (Ambulant) T: Verbal S: Command R: 20' I: “I command thy attention” x3 E: Target is unable to attack or cast magic at anyone other than the caster or their carried equipment for 30 seconds, or until either party dies. If the target of Insult is attacked or has magic cast on them or their carried equipment by someone other than the caster, the target of Insult becomes able to choose to attack the offending party as well. N: The target may still charge and throw Magic Balls at the caster. | |
N/A | Shake It Off |
1/Refresh Charge x3 (ex) T: Verbal S: Spirit R: Self I: “I shall overcome” E: 10 seconds after casting Shake It Off the player may remove from themselves any number of States or Effects of their choice. Shake It Off may be cast at any time the player is alive, even while the player would otherwise be prevented from casting abilities by Stunned, Suppressed, or similar. | |
N/A | Phoenix Tears |
(Self) 3/Refresh (ex) (Swift) T: Enchantment S: Spirit R: Self I: “May the tears of the phoenix wash over thee” x3 M: Two white strips E: Enchanted player does not die as normal. When the player would otherwise die they instead remove a strip and become Frozen for 30 seconds. When the Frozen State is ended, the bearer is affected as follows: 1. All Wounds are removed. 2. All States that would be removed by Death or Respawning are removed. 3. All ongoing effects with a timer expire. 4. All of their carried equipment is fully repaired. 5. All non-persistent enchantments, other than Phoenix Tears, are removed. Additionally Phoenix Tears allows you to wear an extra Enchantment from the Protection School. This extra enchantment is considered Persistent as long as Phoenix Tears is present. The additional Enchantment is not removed once Phoenix Tears is removed. N: Phoenix Tears is removed when the last strip is removed. |
Juggernaut
T: Archetype S: Neutral
E: Replaces Harden with Greater Harden (Self) (ex) at the same frequency. Gain Phoenix Tears (Self) 3/Refresh (ex) (Swift) and Imbue Armor (T).
L: Loses all instances of Ancestral Armor and True Grit.