Class Descriptions

 

 

Assassin

BattleHealer

Berserker

Black Knight

Death Lord

Druid

Infiltrator

Jack of all Trades

Master Healer

Master of Flame

Master of Mountains

Master of Sea

Master of the Wind

Master Smith

Necromancer

Ranger

Scout

Shaman

Swashbuckler

Thane

Thief

Warden

Warmaster

White Knight

Witch/Warlock

Wizard

 

Assassin

SP total 250

Pre Reqs

1 5th level Universal Spell

Assassinate +2

Waylay +5

Dodge +2

Hide

Medicine +1

 

Restriction

Cannot cast Arcane

Can only use 1-handed weapons

Cannot wear chain or plate

Cannot have more than 3 schools of magic

 

Advantages

250 Base 20 x2 duration on Invisibility (self-cast scrolls and spells, not items)

+1 Base dagger damage

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275 Mind 10 Resist Mind control 1/day/7 sp

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300 Dagger 10 +2 Base dagger damage

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325 Assassinate 20 Invisibility does not drop when Assassinate is used

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350 Waylay 20 Invisibility does not drop when Waylay is used

 

 

Battle Healer

SP total 100

Pre Reqs

1 4th Level Mystic spell

Medicine +1

Weapon +2 - Blunt Weapons

Armorsmith Base

 

Restriction

Cannot use Ranged Weapons

Cannot use Slashing weapons; may only use 1 handed, 1 and a half handed and/or two handed blunt

Cannot cast Arcane, Necromancy, or Elemental

Code of Lightwalker

Cannot Dual Wield or Slay offensively

 

Advantages

100 Base 10 Swings spells 1/battle. 1/battle/3 sp, capped at level of Battle Healer

(ie, max 3/battle for lvl 3 Battle Healer).

Can cast up to 9th level spells in chain, 6th level in plate

Prolong Life - Prolongs life as long as the Healer is concentrating-Must be holding/touching them with at least one otherwise empty-hand; can move and walk but no skills; but can use while being hit until dead

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115 Sunray 5 Sunray - Fear for undead based on skill point total; 1/day/3sp

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110 1st Aid 10 First Aid 1/2 Time with bandages or first aid salve

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130 Plate 15 Can cast up to 9th level spells in plate

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140 Banish 20 Swing for Banish 1/day/3 sp

2 Packet Mystic spells become 3 Packet

 

 

Berserker

SP total 100

Pre reqs

Rage 1/battle

Min. damage of 7 with primary weapon

 

Restrictions

Cannot wear plate mail

Cannot cast 4th or higher

Cannot cast while berserking

Cannot dodge or sidestep in a berserker

When berserk, all Beneficial Duration Alchemy is purged from system

Beneficial duration Alchemy does not effect the berserker while berserk.

 

Advantages

100 Berserk 15 They call Berserk instead of Rage-no negative to rage

Vigor 1/Battle

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115 Disease 10 Immune to Disease while Berserk (effect takes place afterwards)

(All effects takes place after berserk ends as if just hit-by the Disease at that point)

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130 Berserk 15 Gain +4 damage instead of 2

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145 Poison 15 Immune to Poison (Not Necreather) while Berserk

(All effects takes place after berserk ends as if just hit by the poison(s) at that point)

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160 Berserk 15 Vigor 3/Battle (total). Acts as an 'Anticipate Blow.'

If used once, drops to 1 health after Berserk.

If used twice, goes into bleeding count.

If used thrice, 1 min DEATH COUNT

 

 

Black Knight

SP total        175       

Pre Reqs

slay +1

Assassinate +1

R/W

Armor Smith Base

Weapon Smith Base

Alchemy Base

 

Restrictions              

Cannot cast Mystic               

Can only use slashing weapons               

Cannot use ranged weapons               

Cannot wear Leather Armor               

Must follow the Code of the Night-Walker

Cannot cast 4th or higher in any school

 

Advantages

175 Fear 15-Fear (through weapon) at Caster’s Points (one per Battle free)

2 skill points per fear/day after the first one (Battleable)

Immune to Fear and Terror

 

215 Demon Taint 15 -Immune to Siphon, Health costs -1 per level (3 skill point Minimum) and 1 regenerate per day as per spell

 

195 True Knight 10   Player undergoes ritual by head of order (no one else can train this level), during this ritual player loses a life,

Can swing for 1 obliterate a day, Adds 20 points to Fear per 100 skill points spent on character

 

255    Harm touch  15 Can swing for their second obliterate a day, Resist Mind-Control 1/day,

Can purchase Resist Mind Control 1/day/7sp

 

275 Demon 10 Transform into Demon, 1/day/10sp (First Free) +1 Force Obliterate/Day, Only useable in Demon Form

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Demonic attributes: PC gains true vision, Requires a Magic killing blow to cause death count, otherwise goes to 0 at end of bleeding count, gains supernatural strength, Terror at will up to skill points of character, swings for Magic Shadow. Lasts 10 Minutes, Raise/Drop on a 5 count, dropped by a Force Negate Magic

 

 

Death Lord

SP total        250       

Pre Reqs               

1 9th level Necromancy spell               

1 Slay               

 

 

Restrictions               

Cannot cast 5th and above level Elemental or Arcane               

Cannot cast Mystic               

Cannot pick locks or pockets               

May not have more than 1 Production skill               

 

 

 

Advantages               

250        Base        20        Swings spells 1/battle. 1/battle/7 sp, capped at level of Death Lord

                        (ie, max 3/battle for lvl 3 Death Lord).

                        May Cast/Swing 9th while wearing Plate

                        +10 health at night

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275        Strong Will        7        Immune to Terror/Fear

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300        Enslave        10        Cast enslave 1 day per 7 skill points

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325        Resist        15        Resist Life/Death incant 1/day/3 sp(1-8th level Mystic or Necro)

                        Requires a Magic Killing Blow at night and silver during the Day

                        Otherwise they go to 0 and wake up 5 minutes later with one health

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350        Obliterate        20        Immune to Enslave

                        Force Obliterate You is now a 2 Packet spell

 

 

 

Druid

SP total        175

Pre Reqs       

6th level Elemental       

6th level Mystic       

Medicine Base       

Animal Lore +3        

Plant Lore +3       

 

 

Restrictions      

Cannot use metal armor or weapons. (Phys rep must appear non metal,        

Can not use NPC weapons taken from fallen NPC, etc unless specified by Marshal as not metallic)       

Cannot cast have necromancy - lose it when gaining the class       

Druidic Code

Cannot cast Arcane       

 

 

Advantages                       

175        Base        15        Can call upon Nature

                        Speak with Normal and Monstrous Animals (spell packet, at will)

                        Befriend Normal and Monstrous Animals (spell packet); 1/day/1 sp

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195        Hide        12        Negate Entrap or Restrain 1 day per 1 skill point

                        Hide Other 1 day per 4 skill points, magic - instant (battleable)

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215        Entangle        10        Entangle 1/day/3 sp, battlable, can be thrown as a-

                        restrain or a freeze your X foot

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235        Animals        10        Purify Food/Drink 3/day/sp (Removes poisons, disease or other-

                        effects as determined by the marshal from food and/or drinks)

                        Heal 5 on animal/plant 1/battle/sp (including selves as Bear form)

                        Cure Disease on animal/plant 1/battle/sp

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255        Bear Form        15        Transform into Kodiak Bear, See below

                        1/day/15 sp Lasts 10 min

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Kodiak Bear

+25 Health

Large or Medium Claws, Swing for 9 Magic

(always 9 Magic regardless of other effects)

Can't Cast

+4 Strength

Force Negate Magic reverts to normal form

 

 

Infiltrator

SP total                175

Pre Req               

Disguise +4               

Pick Locks +2               

Pick Pockets +1               

R/W               

Concealment +2               

 

Restrictions              

Cannot cast 4th and higher               

Cannot have weapon +4 or higher                

 

 

Advantages               

175        Base        15        Make a record 1/Day/1sp (First one Free)

                        Can use pick pocket skill to slip poison in food or drink-

                        one sticker per poison slipped in

                        Disguise (not base) is -3/lvl, is retro

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195        Hide        15        Can hide in a building/worked structure

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215        Mind        15        Resist Mind Control; 1/day per 7 skill points (Given 1 stick per-

                        resist, breaks the stick to use resist, does not have to call resist)

                        Can Disguise cross Race

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235        Disguise        10        Can change their disguise in as little as 30 seconds to-

                        take one off and 5 minutes to put one on-

                        they actually have to change their disguise

                        MUST HAVE ALL PHYS REPS APPLIED WELL.

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255        Scroll        15        Can use any scroll (Not ritual magic)

 

 

Jack of all Trades

SP total        250       

Pre Reqs               

3 Schools of Magic               

Weapon Master (Advanced)               

3 Production Skills               

Pick Pockets               

Waylay               

Backstab               

 

Restrictions              

Must have 20%-35% of total (non per-day class) SP in Thief, Fighter, Merchant, and Mage skills               

 

Advantages                       

250        Base        20        -1 sp/lvl to Craft/Lore

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195        Thief         10        Pick Locks is 30 sec (regardless of lvl of lock), Concealment is -3/lvl

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235        Merchant        15        +1 pp/lvl all Production skills

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215        Fighter        20        +1 to base weapon damage

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255        Mage        20        builds 1 pyramid

 

 

Master Healer

SP total        175       

Pre Reqs               

Medicine 5               

Alchemy 4               

Read/Write               

Strength 1               

Craft/Lore Anatomy 2               

 

Restrictions              

Cannot Assassinate, Backstab, or Rage               

May not Slay offensively               

May not cast Arcane/Elemental               

May not cast Death Incant Necro except Force Obliterate You               

May not cause hit point damage/death to a living creature with magic or Poison               

Cannot killing blow a living creature                       

 

Advantages                        

175        Base        15        Pay 2 less/lvl for Medicine (retro)

                        May treat 1 additional person with Medicine

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195        Stabilize        10        Gain Advanced Stabilize (5 count, 20 bdgs, extends bleed/death-

                        count indefinitely, only 1 person at a time)

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215        Quick Heal        10        May treat 1 additional person with Medicine.

                        Medicine at 1/2 time

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235        Self Heal        10        Improved self-heal (healing self counts as 3 people)

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255        Restore        20        Double Medicine production points

                        Use 1/2 bandages for non-healing Medicine abilities

                        Bandages heal 10 per bandage

                        Gain Restore the Fallen (5 Min, 40 Bandages (uses 20)-

                        can not be used while using any other skill or medicine ability-

                        only useable on one person at one time)

                        Costs: 1/Day/8sp Limited to as many as you have levels of medicine

                        Acts as a Force Restore Spirit as appropriate to subjects race-

                        (ie, Force Obliterate if undead) Does not cure Dracovenom

 

 

Master of Flame

SP total        250

Pre Reqs       

2 9th level Elemental spell       

Lore Land of Eternal Fire +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Slashing Weapons       

Cannot wear armor       

Double damage from Water       

Cannot Cast Water Spells       

Cannot cast Earth or Air above 5th level       

Cannot Cast Arcane       

No alchemical blade enhancements; ONLY magic enhancements of your element        

(no light blade, magic blade, etc)                       

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)

If a Master of Flame has Weapon +2, their damage cap is x3, not x2

 

Advantages

175        Base        15        Transforms permanently into a Fire Elemental type; Tabard

                        Immune to Maim (except Ice), Restrain, and Freeze Your X Foot

                        Swing for Flame

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195        Immune        10        Immune to Fire/Flame Damage

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215        Healed        15        Burn Spells heal equal to damage, not Battle spells

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235        Flame        15        Swings for +4 Flame, Over Cap

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255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

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        Greater Fire Elemental - 10 min.                

        Immune to Alchemical effects, except Necreather (current duration effects wear off)

        Immune to Waylay and Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Fire/Universal

        Innate Shatter Your Weapon +2 by swing

        Innate Destroy Your Shield/Armor +2 by swing

        Innate Flame Sheath 3 3/Battle

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master of Mountains

SP total        250

Pre Reqs       

2 9th level Elemental spell       

Lore Land of Eternal Stone +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Blunt Weapons       

Cannot wear armor       

Double damage from Air       

Cannot Cast Air Spells       

Cannot cast Fire or Water above 5th level       

Can only cast 4 Schools       

No alchemical blade enhancements; ONLY magic enhancements of your element       

(no light blade, magic blade, etc)                       

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)                       

If a Master of Mountains has Weapon +2, their damage cap is x3, not x2                        

 

Advantages                       

175        Base        15        Transforms permanently into a Earth Elemental type; Tabard

                        Immune to Maim (except Air), Restrain, and Freeze Your X Foot

                        Swing for Earth

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195        Immune        10        Immune to Earth/Stone Damage

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215        Healed        15        Stone Spells heal equal to damage, not Battle spells

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235        Health        15        +10 health

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255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

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        Greater Earth Elemental - 10 min.                

        Immune to Alchemical effects, except Necreather (current duration effects wear off)               

        Immune to Waylay and Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Earth/Universal

        +1 Magic, goes over cap

        +15 Health

        +4 Strength (Not for Damage purposes or Health, but includes Shield Break and-

        General Strength)

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master of Sea

SP total        250

Pre Reqs       

2 9th level Elemental spell        

Lore Land of Eternal Water +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Slashing Weapons       

Cannot wear armor       

Double damage from Fire       

Cannot Cast Fire Spells       

Cannot cast Earth or Air above 5th level       

Can only cast 4 Schools       

No alchemical blade enhancements; ONLY magic enhancements of your element       

(no light blade, magic blade, etc)                       

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)                       

If a Master of Sea has Weapon +2, their damage cap is x3, not x2                       

 

Advantages                       

175        Base        15        Transforms permanently into a Water Elemental type; Tabard

                        Immune to Maim (except Flame), Restrain, and Freeze Your X Foot

                        Swing for Ice

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195        Immune        10        Immune to Water/Ice Damage

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215        Healed        15        Ice Spells heal equal to damage, Not battle Spells

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235        Slide        15        2 point NPC slide and Immune to Waylay (except by Fire)

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255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

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        Greater Water Elemental - 10 min.

        Immune to Alchemical effects, except Necreather (current duration effects wear off)

        Immune to Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Water/Universal

        Regenerate at will on a 5 count (not while taking damage or moving)

        2 Point PC Slide

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master of the Wind

SP total        250

Pre Reqs       

2 9th level Elemental spell       

Lore Land of Eternal Sky +3       

Weapon +1       

Scroll Make: Elemental +5       

 

Restrictions      

Can only use Blunt Weapons       

Cannot wear armor       

Double damage from Earth        

Cannot Cast Earth Spells       

Cannot cast Fire or Water above 5th level       

Can only cast 4 Schools       

No alchemical blade enhancements; ONLY magic enhancements of your element       

(no light blade, magic blade, etc)                        

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)                       

If a Master of the Wind has Weapon +2, their damage cap is x3, not x2                       

 

Advantages                       

175        Base        15        Transforms permanently into a Air Elemental type; Tabard

                        Immune to Maim (except Earth), Restrain, and Freeze Your X Foot

                        Swing for Air

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195        Immune        10        Immune to Air/Shock Damage

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215        Healed        15        Air Spells heal equal to damage, Not battle spells

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235        Dodge        15        +1 Dodge/Battle, +2 Dodges/Day

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255        Greater        10        Can transform back into non elemental form;

                        Greater Elemental Form 1/Day10sp (First Free)

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        Greater Air Elemental - 10 min.                

        Immune to Alchemical effects, except Necreather (current duration effects wear off)

        Immune to Waylay and Assassinate (except by opposite element)

        Change back to normal after 1 minute into Bleeding/Death Count

        While in Greater Elemental Form, can only cast Air/Universal

        +2 Air, Goes over Cap

        2 Sidesteps

        Avoidance 5/Battle

        Invisibility 5 once

        Force Negate Magic reverts to normal form

        Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.

 

 

Master Smith

SP total        250       

Pre Reqs               

Smithing (any) lvl 7               

Minimum of 15 levels in smithing               

Strength 2               

       

 

Restrictions              

Cannot cast magic lvl 4 or higher               

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)               

If a Master Smith has Weapon +2, their damage cap is x3, not x2               

 

Advantages                       

250        Base        20        Smithing skills cost -1/lvl, is retro (No bonus for a Hrungnor)

                        Can repair weapons/armor in 1/2 time

                        May repair one additional weapon/armor at a time, +1/10sp-

                        Max # additional suits equals levels of Master Smith

                        May imbue items per Hrungnor

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195        Production        15        +1 pp/lvl of smithing

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235        Weapon        15        15 pp, resist Disarm 2/battle

        Armor                15 pp, immune to Destroy Armor/Shield

        Lock                15 pp, double bar lvl

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215        Armor        15        When wearing armor they crafted, bonus points-

                        (not imbued, not slide) are doubled

        Weapon                When wielding a weapon they crafted, bonus parries-

                        may used, even without parries

        Lock                May pick locks at a level equal to Lock Smith skill -1

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255        Production        20        May combine Smithing PPs

                        Innate Force ID Ritual 1/day + 1/3 sp, weapons/armor/locks only

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Lvl 3 Special abilities require Smithing lvl 5 in the appropriate area.                       

Lvl 3 Special abilities last for 1 logistics each, similar to the Hrungnor's abilities

 

 

Necromancer

SP total        250               

Pre Reqs                       

3 9th level Necromancy spells                       

Weapon Skill +1 - Dagger or Staff only                       

1 4th level Mystic                       

 

Restrictions                      

Cannot cast Arcane and Elemental                       

Can only use a Dagger or Staff                       

Can not cast 5th or higher in mystic                       

Cannot Backstab (or use as a prerequisite)                       

Cannot wear any armor                       

 

Advantages                        

250        Base        15        Transforms permanently into a Shade; Tabard, Healed by Corpse

                        Immune to heal and drain spells, Damaged from cleanse

                        Restore spirit slays them; Obliterate restores them

                        +10 health

                        Immune to Fear effects/spells

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275        Control        10        Control undead (by SP) 1/day/5 skill points for 30 min, battleable

                        Acts as an Enslave

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300        Raise        15        Immune to Pass/Siphon Spells or effects

                        Raise Undead becomes a 2 Packet Spell

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325        Pass        15        May Swing for Pass (Max Cap 9 while swinging Pass)

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350        Lich        15        Transform and Control; Can transform back into non shade form

                        Can undergo ritual to become a Lich

 

 

Ranger

SP total        100

Pre Reqs       

Weapon +2       

Hide Skill        

Create/Disarm Traps +2

Dual Weapon Base

Backstab +1       

 

Restrictions      

Code for Rangers       

Cannot wear plate mail       

Cannot Cast Necromancy       

 

Advantages       

 

100        Animal        10        Speak with Animal at will (spell packet). Cannot be dodged, etc.

                        Immune to Entrap and restrain spells or spell like effects

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115        Befriend        7        Befriend animals 1/day/2 skill points - normal animal only(touch)

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130        Hide        7        Hide Others 1/day/2 skill points (Just like Knockmilna)

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145        Freeze Foot        10        Swing for Freeze Your X Foot 1/day/2 skill points.

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160        Weapon        10        +1 to Weapon Base while dual wielding Blades

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        Befriend is just like a charm acts like an innate spell…               

        Speak with animal requires a spell packet but can be thrown through a ward, phase etc…

 

 

Scout

SP total 175 

Pre Reqs

Bow +2

Hide

Slay +1

Waylay +1

 

Restrictions                      

Leather only                       

Cannot Assassinate                       

 

Advantages                       

175        Base        15        See through Hide; as long as you can physically see-

                        them you see through their hide

                        Maim and Disarm with a bow type; hit normally-

                        and call which limb is maimed or weapon disarmed

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195        Rear Attack        5        Backstab is +3 damage a level Does not work with ranged

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235        Hide        10        Hide at Night

                        May Parry without a weapon in hand

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215        Disappear        10        Innate Force Teleport 1/Day/5sp (First Free) Doesn't lose

                        Hide or Stealth, Comes out hidden when you appear

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255        Stealth        15        Stealth Movement; May take one step per 5 seconds

                        Requires Blue and Green headband

 

 

Shaman

SP total        175

Pre Reqs       

Weapon Base       

Alchemy +6       

1 4th level mystic spell        

Animal Lore 2       

Rage 2       

Medicine 3       

 

Restrictions      

Cannot wear chain or plate       

Can not cast above 5th level in Necromancy and Elemental       

Cannot cast Universal and Arcane       

Can only use small weapons or staff       

 

Advantages                       

175        Base        15        Do not need read/write to pick up Elemental or Necromancy

                        Spell Book is a Totem (Phys rep is an animal. This is a shaman

                        item which is not useable except by another shaman)

                        Create Shaman Spell/totem page; 1 per logistics

                        Normal components required

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195        Claws        10        Aspect of the Claw; Gains retractable claws (short) base damage 2

                        cannot hold a weapon for defense or offense - 5 count

                        May purchase claw skill

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215        Potions        10        Creation of Cure potions (5,15,full) requires 1/2 production points

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235        Pelt        10        Aspect of Pelt; +10 health

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255        Innate        15        Do not call incants when throwing spells, they call Innate

                        Can use Innates while taking health Damage, Silenced

 

 

Swashbuckler

SP total    175       

Pre reqs  

Dodge +1 battle

Parry +1 battle

Weapons Master Base

Shield

Maim +2 

 

Restrictions

Cannot wear armor

Can use only Medium or Small Slashing

Cannot use ranged weapons

Cannot cast 4th level or higher spells

May not have more than 4 Dodges, Parries, Maims Sidesteps, or Disarms per day.

As soon as the 5th, 10th, etc is purchased then must be traded in for per battle (4th, 8th, etc at lvl 4)

At level 4 this becomes more then 3, must battle at 4th, 8th, etc.                       

Cannot wear a helm

May not have higher then Weapon +3

 

Advantages                       

175        Base        15        Dodge are -3 per level (Parthan do not change,-4 Total) (Is retro)

                        Disarms are -2 per level (Is retro)

                        Sidestep are -3 per level (Parthan do not change,-4 Total) (Is retro)

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195        Maim        7        Maim is -2 per level (Is retro)

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215        Evade        20        Acts as a dodge a battle versus melee and ranged weapons only

                        1/Battle/15sp, Max 1/Level of Swashbuckler

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235        Battlable        10        Trades in Dodge, Parry, Maim, Disarm, and Sidestep at 4/1

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255        Shield        10        Their small shield cannot be destroyed via shield bash 

 

Thane

SP total        175

Pre Reqs       

1 6th level Elemental spell       

Weapon +2       

Strength + 2       

Maim +1       

 

Restriction       

Cannot Cast Arcane, Mystic, or Necromancy       

Cannot use Ranged Weapons       

No alchemical blade enhancements; ONLY magic enhancements of your element       

(no light blade, magic blade, etc)       

Cannot use Shields       

 

Advantages                       

175        Base        15        Swings spells 1/battle. 1/battle/7 sp, capped at level of Thane

                        (ie, max 3/battle for lvl 3 Thane).

                        Chooses 1 element. CAN swing for that element dmg.

                        May Cast/Swing 9th while wearing Chain

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195        Lesser Aura        10        Fire - Immune to Destroy Armor/Shield

                        Earth - Immune to Heat Weapon

                        Air - Immune to Silence Gas, Suppress Magic and Restrain

                        Water - Immune to Freeze your Foot

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215        Resist        10        1/day/3 sp Resist chosen element (can be battlable).

                        1st-8th Level Spells/Effects only

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235        Weapon        15        May Cast/Swing 9th while wearing Plate

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255        Greater Aura        20        Aura of Earth - +15 Health

                        Aura of Air - +2 Dodges, +1 Sidestep

                        Aura of Water - 2 point slide

                        Aura of Fire - +3 damage, over cap

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        Must choose which element they will represent that day at Logistics               

        All class abilities are based on the same element, chosen at Logistics

 

 

Thief

SP total        100                

Pre Reqs                       

Pick Locks +3                       

Pick Pockets +1                       

Create/Disarm +1                       

 

Restrictions                      

Cannot wear Plate Mail                       

 

Advantages                       

100        Base        10        Pick Locks is set at 30 seconds regardless lock level

                0        Concealment is -3 a level (is retro)

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115        Traps        10        Disarm Traps at 30 seconds regardless of trap level

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130        Bar        3        Can ignore bar while picking a lock 1/day per 7 skill points

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145        Search        10        Searches in 1/2 time

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160        Tools        10        Can pick any lock with a level 1 lock pick

                        Can disarm any Trap with a level one trap kit

 

 

Warden

SP total        175       

Pre Reqs               

1 9th level Arcane spell               

Parry x 1               

1 Sidestep                

 

 

Restriction               

Cannot Assassinate               

Cannot cast Elemental               

Cannot cast Mystic 'I call upon the Universe'               

Cannot cast Necromancy except for Corpse, Force Obliterate You                

 

Advantages                       

175        Base        15        Can cast 9th lvl spells in chain and plate

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195        Keen Sight        3        Truevision 30 1/day per 3 sp

                        Can see through Hide (inside) when Keen Sight is active

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215        Bond        10        5 sp per character. If that character is obliterated, you lose an-

                        additional 5 sp. You may cast self spells on that person.

                        Can carry a radio. Only allowed communications are

                        Warden can request status of bond, bond may only say:

                        Conscious, Unconscious, Bleeding, Death Count

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235        Iron will        15        Free Will constant

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255        Assassinate        15        Immune to Assassinate.

 

 

Warmaster

SP total        250

Pre Reqs  

Weapon +4

Str +2

Slay +2

Parry +5

Health +5    

Sidestep +1   

 

Restrictions

May only cast 9th lvl scrolls unless Creator Only made by them

Can only cast 1st - 8th Creator Only scrolls made by them 

Cannot cast spells                                                        

 

Advantages                                                       

250        Base        15        Resist Disarm 1/day per 2 skill points, Can be Battled

                        (First one/Battle Free)

                        Resist Maim 1/Day per 2 skill points, Can be Battled

                        (First one/Battle Free)

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275        Weapon        20        + 1 base weapon damage

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300        Slay        15        Resist one swing of slay per day per 4 skill points (First one free)

                        Takes half damage from 'Taken' slays

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325        Parry        10        Parries are -1 per level (Is retro)

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350        Weapon        20        +2 base weapon damage (total)

 

 

White Knight

SP total        175       

Pre Reqs               

slay +1               

Medicine +1               

R/W               

Armor Smith Base               

Weapon Smith Base               

Craft/Lore in Law +2               

 

Restrictions              

Can only use slashing weapons           Cannot use ranged weapons               

Can only wear chain or plate mail          Must follow the Code of the Light-Walker               

Cannot cast 4th or higher in any school     Cannot cast Necromancy                       

 

Advantages                       

175        Base        15        Immune to disease

                   

    Prolong Life - Prolongs life as long as the Knight is concentrating Must be holding/touching them with at least one otherwise empty- hand; can move and walk but no skills; but can use while being hit until dead

+1 day Laying on of hands/restore your spirit; must lay on of hands for 30 seconds; Can't move but can be struck and continue

--------------------------------------------------------------------------------

195        Spirit        15        Spirit of light,1/Day/5sp, 10 minutes

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215        Lay on hands        10        +1 day Laying on of hands/restore your spirit; must lay on of-

      hands for 30 seconds; Can't move but can be struck and continue

    Circle of Truth 1 per day per skill point; special

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235        Resistance        10        Resist death/void incants 1/day per 3 points (battleable)

                        (1-8th level only) (First one free)

                        Can not be raised as an Undead while in Bleed or Death count

--------------------------------------------------------------------------------

255        Lay on hands        15   +1 day Laying on of hands/restore your spirit; must lay on of-

   hands for 30 seconds; Can't move but can be struck and continue

 Conduit of Health 1/day/7 sp - foot plant Force Cure Disease

 Sanctuary: Target creature in bleeding/death count can not be raised as an Undead for duration of Bleed/Death count 1/day/1sp

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Laying on of Hands Force Restore Your Spirit Must be said like this: Laying on of Hands…Restore 1…Restore 2… etc… At 30 say Innate Force Restore Your Spirit

--------------------------------------------------------------------------------

Spirit of Light: True Vision, Resist Drain/Siphon/Pass 10/Battle, Swing for +7 Magic Light                       

May swing for Negate Ethereal 3 times while in that spirit of light form, 5 count to Raise/Drop

--------------------------------------------------------------------------------

Prolong Life - No running, no fighting, no dragging - walk, sit, talk.

--------------------------------------------------------------------------------

Circle of Truth: Recipient must be in circle. Must be witnessed by local authority who can pass-

judgment in that land or the knight's homeland

5 categories of questions (yes/no): (2 of 3 criterion: time, place, person)

Allowable questions: Did you kill, did you steal, cast Necro, assault, Slavery, break law x.

 

 

Witch/Warlock

SP total        175               

Pre Reqs                       

1 6th level necromancy spell                       

1 6th level Elemental spell                       

Alchemy level 4                       

 

Restriction                       

Cannot cast Mystic                       

If cross running water, no skills for 5 minutes.                       

Spirit's tattoo on arms or neck up                       

Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)

If a Witch/Warlock has Weapon +2, their damage cap is x3, not x2                       

 

Advantages                       

175        Base        20        +10 Health

                        Supernatural Strength - Doubles strength for all general purposes.

                        Strength now does +2 for slashing, +3 for blunt

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195        L Mind        5        Resist Charm/Curse 1/day/3 sp

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215        G Body        20        +15 Health

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235        G Mind        10        Resist Mind Control 1/day/7 sp

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255        Spirit        15        May only be slain by Silver or Magic killing blow; otherwise-

                        Goes to 0 and wakes up 5 minutes later with 1 health

--------------------------------------------------------------------------------

Running Water = permanent or temporary but big

 

 

Wizard

SP total        250       

Pre Reqs               

1 9th level spell in 2 schools (other then Universal)                

School of Universal level 9               

 

Restriction               

Can only use Disarms, Maims and Slays defensively               

Cannot have more than 1 spell cast on them by another               

Cannot use Parries, Except from Grant Speed spell               

Cannot wear armor               

 

Advantages                       

250        Base        20        Does not need to memorize spells

                        Builds 1 pyramid

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275        Resist        10        Resist Negate Magic Effects (includes Suppress Magic. If in null-magic zone

                        each resist will resist the effect for 30 sec) 1/day/5 sp, battleable

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300        Spells        15        May have up to 4 spells cast on themselves per School

                        May cast any spell by saying "I Call Upon Magic"

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325        Negate        15        Force Negate magic 1/day/9 SP

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350        Health        20        May cast while taking damage to health

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