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    Proffesions OriginalBookAlchemistChanneling....................................... 3 TresureCompanion 34AlchemistEssence............................................ 4 TresureCompanion 33AlchemistMentalism........................................ 5 TresureCompanion 35Animist............................................................. 6 CaracterLaw 20ArcaneElementalist......................................... 7 FireandIceCompanion 23Arcanist............................................................ 8 ArcaneCompanion 33Armsmaster...................................................... 9 MentalismCompanion 24Astrologer......................................................... 10 MentalismCompanion 22Barbarian.......................................................... 11 SchoolofHardKnock 157Bard.................................................................. 12 SpelllawofMentalism 77Chaotic............................................................. 13 ArcaneCompanion 35Cleric................................................................. 14 SpellLawofChanneling 76Dabbler............................................................. 15 FantasyBasicManual 99ElementalChampion........................................ 16 FireandIceCompanion 22ElementalExplorer........................................... 17 FireandIceAddendum 3ElementalPriest............................................... 18 FireandIceCompanion 21Elementalist...................................................... 19 FireandIceCompanion 17Enchanter......................................................... 20 MentalismCompanion 23Fighter.............................................................. 21 FantasyBasicManual 92Healer............................................................... 22 CaracterLaw 22Illusionist.......................................................... 23 SpelllawofEssence 75LayHealer......................................................... 24 CaracterLaw 21Layman............................................................. 25 CaracterLaw 18Magehunter..................................................... 26 ArcaneCompanion 36Magent............................................................. 27 CaracterLaw 27Magician........................................................... 28 SpelllawofEssence 76ManaMolder.................................................... 29 EssenceCompanion 56Mentalist.......................................................... 30 Spelllawofmentalism 76Monk................................................................ 31 CaracterLaw 26Mystic............................................................... 32 CaracterLaw 23Mythic.............................................................. 33 ChannelingCompanion 25Outrider............................................................ 34 SchoolofHardknock 158Paladin.............................................................. 35 CaracterLaw 25Priest................................................................ 36 ChannelingCompanion 26Ranger.............................................................. 37 FantasyBasicManual 98Rogue............................................................... 38 FantasyBasicManual 94Runemage........................................................ 39 EssenceCompanion 55Sage.................................................................. 40 SchoolofHardKnock 159Seer.................................................................. 41 MentalismCompanion 21Sorcerer............................................................ 42 CaracterLaw 24StormMage...................................................... 43 FireandIceAddendum 4Summoner........................................................ 44 ChannelingCompanion 23Swashbuckler................................................... 45 SchoolofHardKnock 160Thief................................................................. 46 FantasyBasicManual 93Warlock............................................................ 47 ChannelingCompanion 24WarriorMage................................................... 48 EssenceCompanion 57WarriorMonk................................................... 49 CaracterLaw 17Wizard.............................................................. 50 ArcaneCompanion 34

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    BH34

    TREASURE

    COMPANION

    Part IIRules

    5.2CHANNELING-BASED

    ALCHEMISTSChanneling-based Alchemists are pure spell users of

    Channeling, who have concentrated on the creation ofitems. Their base spells deal with the creation of magicalitems, holy vestments, holy water, and wards.

    Leana listened as the demon crashed against the ward,howling in rage and agony. If Rhiannon be willing, she

    thought, it will hold another few moments. The holy wateris almost ready. Soon the creature will pay for its misdeeds

    Prime Stats: Intuition and Memory.

    CLASS SPELL LISTSChanneling-based Alchemist have six base lists which are

    chosen from the nine lists found below. Lists not chosen aretreated as Own Realm Other Base lists (and thus cannot be takenas extra base lists). The full description of all the spells on theselists can be found in Section 13.0. For a slightly higherdevelopment point cost, he may also develop Open Channelingand Closed Channeling spell lists. Full descriptions of these lists

    can be found in Of Channeling(pages 6-25). At even a greaterdevelopment point cost, other spell lists may be developed.

    Holy Armor: Creates magical armors.

    Holy Office: Creates magical general items.

    Holy Wards: Creates wards to protect people and sights.

    Holy Weapons: Creates magical weapons.

    Holy Works:Works organic matter.

    Inorganic Skills: Works inorganic matter

    Liquid/Gas Skills: Creates potions.

    Other Realm Imbedding: Imbeds spells from realms otherthan his own.

    Own Realm Imbedding: Imbeds spells from his own realm.

    PROFESSION BONUSESCrafting .............................. +15 Power Awareness ............... +5Influence ............................... +5 Power Point Develop ........ +5Lore Magical .....................+5 Spell Group ......................... +5Lore Obscure .....................+5 Weapon Group ................... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy ..................... 11 Outdoor Animal................. 3Armor Light ............... 2/2/2 Outdoor Environs .......... 2/7Armor Medium ................10 Power Awareness ............. 2/5

    Artistic Active .................2/5 Power Manipulation ......4/10Artistic Passive ................2/5 Power Point Develop. ......... 4Athletic Brawn.................... 3 Science Basic .................. 1/4Athletic Endurance ............ 3 Science Specialized .....6/14Athletic Gymnastic ............ 6 Self Control ........................... 5Awareness Perception ....... 6 Special Attacks .................... 10Awareness Searching .....2/6 Special Defenses ................. 40Awareness Senses...........3/7 Subterfuge Attack............ 15Body Development ............. 10 Subterfuge Stealth ............. 5Combat Maneuvers ............10 Subterfuge Mechanics ...... 7Communications .......... 2/2/2 Technical General ......... 3/7Crafts ................................ 4/10 Technical Professional...... 8Directed Spells ...................... 3 Technical Vocational ..5/12Influence .............................2/6 Urban ...................................... 3Lore General....................1/3 Weapon Category 1 ......... 6

    Lore Magical ...................2/4 Weapon Category 2 ........... 7Lore Obscure ...................3/7 Weapon Category 3 ........... 9Lore Technical................2/6 Weapon Category 4 ........... 9Martial Arts Strikes. .. .. ... .. .6 Weapon Category 5 ........... 9Martial Arts Sweeps... .. ... .. 6 Weapon Category 6......... 20

    Weapon Category 7 .........20

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.

    Everyman Skills: Time Sense, Magic Ritual,Channeling, Meditation.

    Occupational Skills: Religion, choice of six Crafting skills

    Restricted Skills: None

    SPELL DEVELOPMENTBase List (all)................ 3/3/3 Closed List (1-5) ...........4/4/4Open List (1-10) .......... 4/4/4 Closed List (6-10)......... 4/4/4Open List (11-15) ........ 4/4/4 Closed List (11-15) ......4/4/4Open List (16-20) ........ 4/4/4 Closed List (16-20) ......4/4/4Open Lists (21+).......... 6/6/6 Closed List (21+).............. 8/8

    First 5 lists developed in a given level: .......................... x1 cost6th to 10th list developed in a given level:................... x2 cost11th - up lists developed in a given level ...................... x4 cost

    For spell lists not shown, see Table T-2.4 inRMFRP.

    TRAINING PACKAGESAdventurer............................40 Highwayman........................ 30Amateur Mage ..................27 Hunter ............................. (44)Animal Friend .....................40 Knight ............................. (50)

    Assassin .................................43 Loremaster ......................... 25Berserker ......................... (38) Martial Artist ...................... 41Burglar .................................. 35 Mercenary ....................... (39)City Guard ...........................25 Merchant .............................. 21Cloistered Academic ........27 Performer ............................. 29Con Man ..............................26 Philosopher .......................... 29Crafter ................................. 27 Sailor ............................... (23)Crusading Academic .......... 33 Scout................................ (32)Cut Purse.............................. 34 Shaman Priest ..................... 29Detective ...............................28 Soldier ............................. (25)Diplomat ...............................25 Spy ......................................... 38Doctor ................................... 23 Traveler ........................... (18)Explorer...........................(34) Wanderer ........................ (32)Guardian .........................(47) Weapon Master .................. 69Herbalist ...............................30 Zealot .................................... 28

    : Typical : Not normally allowed

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    BH33

    TREASURE

    COMPANION

    Part IIRules

    PROFESSION BONUSESCrafting .............................. +15 Power Awareness ............... +5Lore Magical ..................... +5 Power Point Develop ........ +5Lore Obscure .....................+5 Spell Group ......................... +5Lore Technical ..................+5 Technical Vocational ...... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .............. 5/5/5 Outdoor Animal................. 3Armor Light ............... 2/2/2 Outdoor Environs .............. 3Armor Medium ......... 4/4/4 Power Awareness ............. 1/4

    Artistic Active .................2/5 Power Manipulation ......4/10Artistic Passive ................2/5 Power Point Develop. ......... 4Athletic Brawn .................... 3 Science Basic .................. 1/3Athletic Endurance ............ 3 Science Specialized ....... 3/7Athletic Gymnastic ............ 6 Self Control ........................... 6Awareness Perception ....... 6 Special Attacks.................... 15Awareness Searching ......... 3 Special Defenses ................. 40Awareness Senses...........3/7 Subterfuge Attack............ 15Body Development .............15 Subterfuge Stealth............. 5Combat Maneuvers ............18 Subterfuge Mechanics ...... 7Communications .......... 2/2/2 Technical General ......... 3/7Crafts ................................ 4/10 Technical Professional...... 8Directed Spells ...................... 3 Technical Vocational .... 3/7Influence .............................2/6 Urban ...................................... 3Lore General....................1/3 Weapon Category 1 ......... 4

    Lore Magical ...................1/4 Weapon Category 2 ........... 9Lore Obscure ...................3/7 Weapon Category 3......... 12Lore Technical ................2/6 Weapon Category 4......... 20Martial Arts Strikes. .. .. ... ... 9 Weapon Category 5......... 20Martial Arts Sweeps .. .. ... ... 9 Weapon Category 6......... 20

    Weapon Category 7......... 20

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.

    Everyman Skills: Time Sense, Magic Ritual, Artifact Lore,Meditation.

    Occupational Skills: Six Crafting skills of the players choice

    Restricted Skills: Channeling

    SPELL DEVELOPMENTBase List (all)................ 3/3/3 Closed List (1-5) ...........4/4/4Open List (1-10) .......... 4/4/4 Closed List (6-10)......... 4/4/4Open List (11-15) ........ 4/4/4 Closed List (11-15) ......4/4/4Open List (16-20) ........ 4/4/4 Closed List (16-20) ......4/4/4Open Lists (21+).......... 6/6/6 Closed List (21+).............. 8/8

    First 5 lists developed in a given level: ..............................x1 cost6th to 10th list developed in a given level: ....................... x2 cost11th - up lists developed in a given level: ......................... x4 cost

    For spell lists not shown, see Table T-2.4 inRMFRP.

    TRAINING PACKAGESAdventurer............................42 Highwayman........................ 28Amateur Mage ..................26 Hunter ............................ (38)Animal Friend .....................38 Knight ............................ (48)

    Assassin .................................44 Loremaster ......................... 23Berserker ........................(38) Martial Artist ...................... 51Burglar .................................. 33 Mercenary ..................... (42)City Guard ...........................24 Merchant .............................. 18Cloistered Academic ........26 Performer ............................. 29Con Man ..............................27 Philosopher .......................... 31Crafter .................................25 Sailor .............................. (23)Crusading Academic .......... 33 Scout .............................. (28)Cut Purse.............................. 34 Shaman Priest ..................... 29Detective ...............................28 Soldier ............................ (24)Diplomat ...............................25 Spy ......................................... 37Doctor ...................................22 Traveler ......................... (20)Explorer ......................... (34) Wanderer ....................... (32)Guardian ........................(40) Weapon Master .................. 80Herbalist ...............................26 Zealot .................................... 27

    : Typical : Not normally allowed

    5.1ESSENCE-BASED

    ALCHEMISTSEssence-based Alchemists are pure spell users of Es-

    sence, who have concentrated on the creation of items.Their base spells deal with the creation of magical items,potions, runes, staves, and wands.

    Angus checked his apparatus for the forth time. Once moreday of rituals and the sword would be complete. Two years,

    three months, six days, and twelve hours had passed since

    he began his great work. Now was not the time to let

    anything go wrong.

    Prime Stats: Empathy and Reasoning

    CLASS SPELL LISTSEssence-based Alchemist have six base lists which are chosen

    from the nine lists found below. Lists not chosen are treated asOwn Realm Other Base lists (and thus cannot be taken as extrabase lists). The full description of all the spells on these lists canbe found in Section 13.0. For a slightly higher development pointcost, he may also develop Open Essence and Closed Essence spell

    lists. Full descriptions of these lists can be found in Of Essence(pages 6-25). At even a greater development point cost, other spelllists may be developed.

    Armor Enchantments: Creates magical armors.

    General Enchantments: Creates magical general items.

    Inorganic Skills: Works inorganic matter.

    Item Analysis:Analyzes the workings of items of power.

    Liquid/Gas Skills: Creates potions.

    Organic Skills:Works organic matter.

    Other Realm Imbedding: Imbeds spells from realms otherthan his own.

    Own Realm Imbedding: Imbeds spells from his own realm.

    Weapon Enchantments: Creates magical weapons.

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    Professions

    20

    BH

    CHARACTER

    LAW

    2.4ANIMIST

    Animists are pure spell users of Channeling specializingin studies and powers concerning living things (e.g., dru-ids, Shinto priests, etc.). Their base spells deal with plants,animals, weather, and nature in general.

    Rosa was content. She had her garden, a pair of lovely chil-dren, a wonderful husband (well, if he would spend more

    time with the children; and less with that no-good Shem).She even had the animals, who helped her keep her garden

    clean. Yes, life was good.

    Prime Stats: Intuition and Memory

    ANIMIST SPELL LISTSThe Animist has six base lists. The full descriptions of

    all the spells on these lists can be found in Spell Law: OfChanneling(p. 26-31). For a slightly higher developmentpoint cost, he may also develop open and closed Channel-ing spell lists. Full descriptions of these lists can be foundin Of Channeling(p. 6-25). Other spell lists may be devel-oped, but will cost a larger number of development points.

    Animal Mastery: Calming, befriending, and affecting animalsin various ways.

    Herb Mastery: Finding, preparing, and enhancing herbs(and herbal cures).

    Natures Lore: Gleaning information from the environment.

    Natures Movement/Senses: Enhancing abilities and senses.

    Natures Protection: Resisting and protecting using theelements of nature.

    Plant Mastery: Growing, restoring, and affecting plants.

    PROFESSION BONUSESAwareness Group ................. +5 Power Manipulation ............+5Lore Magical ..................... +5 Power Point Dev. ................. +5Outdoor Group...................+20 Spell Group ........................... +5

    Power Awareness.................. +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .................... 11 Outdoor Animal ............1/2Armor Light............... 2/2/2 Outdoor Environment. . 1/2Armor Medium ................ 10 Power Awareness................ 2/6Artistic Active ................ 2/5 Power Manipulation ........4/10Artistic Passive ............... 2/5 Power Point Develop. ............ 4Athletic Brawn ................... 4 Science Basic .................. 1/4Athletic Endurance ........... 3 Science Specialized ..... 6/14Athletic Gymnastic ............ 3 Self Control ............................. 5Awareness Perception ....... 6 Special Attacks ..................... 10Awareness Searching..... 1/5 Special Defenses................... 40Awareness Senses .......... 3/7 Subterfuge Attack............ 10Body Development ................ 8 Subterfuge Stealth............. 3Combat Maneuvers .............. 10 Subterfuge Mechanics ...... 8Communications ........... 2/2/2 Technical General.......... 3/7Crafts ..................................4/10 Technical Professional ...... 8Directed Spells........................ 3 Technical Vocational .. 5/12Influence .............................. 2/6 Urban ........................................ 4Lore General ................... 1/3 Weapon Category 1 .......... 6Lore Magical ................... 2/5 Weapon Category 2 .......... 7Lore Obscure ..................3/7 Weapon Category 3 .......... 9Lore Technical................2/6 Weapon Category 4 .......... 9Martial Arts Strikes .......... 6 Weapon Category 5 .......... 9Martial Arts Sweeps ......... 6 Weapon Category 6 ........ 20

    Weapon Category 7 ........ 20

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.

    Everyman Skills: Time Sense, Meditation, Channeling,Religion, Divination

    Occupational Skills: Herb Lore

    Restricted Skills: none

    SPELL DEVELOPMENTBase list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 4/4/4Open list (11-15) ........... 4/4/4 Closed list (11-15) ......... 4/4/4Open list (16-20) ........... 4/4/4 Closed list (16-20)......... 4/4/4Open list (21+) .............. 6/6/6 Closed list (21+).................8/8

    First 5 lists developed in a given level: .................................... x1 cost6th - 10th lists developed in a given level: .............................. x2 cost11th - up lists developed in a given level: ............................... x4 cost

    For the spell lists not shown see page 118 for DP costs.

    TRAINING PACKAGESAdventurer ............................. 31 Highwayman ......................... 24 Amateur Mage ...................... 26 Hunter .................................... 29 Animal Friend ................... 22 Knight .................................... 40 Assassin .................................. 34 Loremaster ......................... 20Berserker ................................ 36 Martial Artist ........................ 35

    Burglar ................................... 30 Mercenary .............................. 35City Guard ............................. 27 Merchant ............................ 20Cloistered Academic ........ 24 Performer............................... 26Con Man................................ 24 Philosopher ............................ 29Crafter .................................... 24 Sailor ................................... 20Crusading Academic ........... 29 Scout ................................... 30Cut Purse............................... 30 Shaman Priest ...................... 26Detective ................................ 27 Soldier .................................... 29Diplomat ................................ 25 Spy .......................................... 30Doctor .................................... 23 Traveller ................................. 13Explorer ................................. 30 Wanderer................................ 26Guardian ................................ 31 Weapon Master .................... 51Herbalist ............................. 20 Zealot ...................................... 26

    : Typical : Not normally allowed

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    23

    ELEMENTAL

    COMPANION

    5.5ARCANE ELEMENTALIST

    The Arcane Elementalist understands the flows of allthe elements. He has made special pacts with the Elemen-tal Lords (or just learned how to get around their defensesor produce his own material) to allow him to draw TrueElemental Material for his spells. This makes him a verydangerous individual, capable of almost anything.

    Ishmal reached out with his mind. Across six planes, he felt

    the touch of the secret sources of the elements. Pulling all six

    of these sources to him, he began spinning the triads. The

    Fire Mage thought he was the king of combat. Wait until he

    felt the power of pure Arcane Aether.

    Prime Stats:Prime Stats:Prime Stats:Prime Stats:Prime Stats: Empathy, Intuition, Presence, and SelfDiscipline.

    ARCANE ELEMENTALIST SPELL LISTS

    The Arcane Elementalists spell lists represent the Arcaneusers ability to draw on all the elements. This makes him verydeadly. He can also take closed and open lists at a higher cost.

    Aether Mastery:Aether Mastery:Aether Mastery:Aether Mastery:Aether Mastery: Creating Arcane Aether and associated combatspells.

    Nether Mastery:Nether Mastery:Nether Mastery:Nether Mastery:Nether Mastery: Creating Arcane Nether and associatedcombat spells.

    True Elemental Energy:True Elemental Energy:True Elemental Energy:True Elemental Energy:True Elemental Energy: Manipulating True Elemental Lightand Fire, with associated combat spells.

    True Elemental Fluids:True Elemental Fluids:True Elemental Fluids:True Elemental Fluids:True Elemental Fluids: Manipulating True Elemental Air andWater, with associated combat spells.

    True Elemental Mastery:True Elemental Mastery:True Elemental Mastery:True Elemental Mastery:True Elemental Mastery: Spells for manipulating and master-ing the six elements.

    True Elemental Material:True Elemental Material:True Elemental Material:True Elemental Material:True Elemental Material: Manipulating True Elemental Earthand Ice, with associated combat spells.

    PROFESSION BONUSESDirected Spells ................... +10 Power Manipulation ......... +10Lore Magical .................. +10 Power Point Development ..+5

    Spell Group ........................... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .....................11 Outdoor Animal................. 3Armor Light ........................ 9 Outdoor Environment ...... 3Armor Medium ............... 10 Power Awareness ............... 2/5Artistic Active ................ 2/5 Power Manipulation ......... 2/7Artistic Passive ............... 2/5 Power Point Development .... 4Athletic Brawn.................... 7 Science Basic ..................1/4

    Athletic Endurance ............3 Science Specialized .... 6/14Athletic Gymnastic ............3 Self Control ............................. 5Awareness Perception ........ 4 Special Attacks ...................... 18Awareness Searching .........2 Special Defenses ...................40Awareness Senses .......... 2/5 Subterfuge Attack ............ 16Body Development .............. 16 Subterfuge Mechanical ..... 7Combat Maneuvers ............. 18 Subterfuge Stealth ............. 5Communication .............. 2/2/2 Technical General ......... 3/7Crafts .................................. 4/10 Technical Professional8Directed Spells ................... 2/5 Technical Vocational .. 5/12

    Influence .............................. 2/6 Urban ........................................ 4Lore General ................... 1/3 Weapon Category 1 ........... 9Lore Magical .................. 1/4 Weapon Category 2......... 20Lore Obscure .................. 3/6 Weapon Category 3 .........20Lore Technical ............... 2/6 Weapon Category 4.........20Martial Arts Strikes ........... 9 Weapon Category 5 .........20Martial Arts Sweeps .......... 9 Weapon Category 6.........20

    Weapon Category 7 ......... 20

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. Theplayer should assign one of the categories to each of the weaponcategories above.

    Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills: Reality Awareness, Planar Lore

    Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills: None

    Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills: None

    SPELL DEVELOPMENTBase List (all)..................3/3/3 Closed List (1-5) ............ 4/4/4Open List (1-10) ............ 4/4/4 Closed List (6-10) .......... 4/4/4Open List (11-15) ..........4/4/4 Closed List (11-15) ........ 4/4/4Open List (16-20) ..........4/4/4 Closed List (16-20) ....... 4/4/4Open List (21+) .............6/6/6 Closed List (21+) ............... 8/8

    TABLE 5.6 RELATIONSHIPS OF THE HIGH ELEMENTSTABLE 5.6 RELATIONSHIPS OF THE HIGH ELEMENTSTABLE 5.6 RELATIONSHIPS OF THE HIGH ELEMENTSTABLE 5.6 RELATIONSHIPS OF THE HIGH ELEMENTSTABLE 5.6 RELATIONSHIPS OF THE HIGH ELEMENTSA is to BA is to BA is to BA is to BA is to B BBBBB Triad 1Triad 1Triad 1Triad 1Triad 1 Triad 2Triad 2Triad 2Triad 2Triad 2

    A Fire Water Ice Light Earth Air

    Fire - Source Scourge Complement Neutral Neutral

    Water Scourge - Source Neutral Neutral Complement

    Ice Source Scourge - Neutral Complement Neutral

    Light Complement Neutral Neutral - Source Scourge

    Earth Neutral Neutral Complement Scourge - Source

    Air Neutral Complement Neutral Source Scourge -

    The chart should be read as: Column A is to Row B. That is, Fire is to Water: Fire is the Source of Water. Water is the Scourge of Fire.

    Read down the column to determine the relationship of an element in column A to an element in row B. So if you want to know whatrelation Earth has to Air, look up Earth in the column on the left and read across to Air to determine that Earth is the Source of Air.

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    Mentalism

    Companion

    &*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&

    4

    & 5.4 *ARMSMASTER

    Armsmasters are semi spell users of the realm ofMentalism. They will be found in many milieux, serving

    as household knights, mercenary commanders, army ornaval officers, or in elite special forces. They willrarely, if ever, be common soldiers or sailors. Their basespells deal with all aspects of military life, improving theirpersonal skill at arms and survival capabilities, and assist-ing with military organization, on and off the battlefield.

    Thomas surveyed the enemy troops from his van-tage point. The enemy outnumbered his own

    forces three to one, but the majority appeared ill-equipped levies. If the levies were deprived of theleadership of their officers and the support of themercenaries, their rout was inevitable. Concen-trating on the minds of his underofficers, Thomas

    relayed the new battle plan to his subordinates.Better tactics and better soldiers would defeat thegreater numbers of the rebels once again.

    Prime Stats: Agility and Presence

    ARMSMASTER SPELL LISTSThe Armsmaster has six base spell lists. The full

    descriptions of all the spells on these lists can be foundlater in this book.

    Armor Mastery: temporary enhancements to casterspersonal armor and shield.

    Battle Law: military organization, communicationand battlefield command.

    Fortress Law: protections for camps and strongholds.

    Martial Law: personal and troop movement spells.

    Warriors Law: minor self healing and survival spells.

    Weapon Mastery: temporary enhancements to casterspersonal weapon.

    PROFESSION BONUSESArmor Group ............... +10 Combat Maneuvers ........+10Athletic Group ............... +5 Influence ........................... +5Body Development ...... +10 Weapon Group ...............+10

    SKILLSAND SKILL CATEGORIESArmor Heavy ............. 4/4/4 Outdoor Animal .............. 2/6Armor Light ............... 1/1/1 Outdoor Environmental... 2/6Armor Medium .......... 3/3/3 Power Awareness ............... 4Artistic Active .............. 2/5 Power Manipulation ...... 6/12Artistic Passive ............. 2/5 PP Development................. 8Athletic Brawn ............. 3/7 Science Basic .................. 2/5Athletic Endur. ............. 2/6 Science Specialised ............ 8Athletic Gymnastic ....... 3/6 Self Control ..................... 2/7Awareness Perceptions 5/14 Special Attacks................ 2/8Awareness Searching .... 2/6 Special Defenses ...... 40 [30]Awareness Senses ......... 3/7 Subterfuge Attack............... 8Body Development..... 4/10 Subterfuge Mechanics ........ 6Combat Maneuvers..... 4/10 Subterfuge Stealth .............. 4Communications ........ 3/3/3 Tech General ................... 3/7Crafts .......................... 4/10 Tech Prof ............................ 8

    Directed Spells .............. 15 Tech Voc ....................... 5/12Influence ....................... 1/5 Urban .................................. 4Lore General ................. 1/3 Weapon Category 1 ......... 2/5Lore Magical ................ 3/9 Weapon Category 2 ......... 3/9Lore Obscure ................ 3/9 Weapon Category 3 ....... 4/10Lore Technical .............. 2/6 Weapon Category 4 ............ 4Martial Arts Combat Man.6 Weapon Category 5 ............ 4Martial Arts Strikes ...... 3/9 Weapon Category 6 ............ 4Martial Arts Sweeps ..... 3/9 Weapon Category 7 ............ 6

    The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed,

    Missle, Missile Artillery, Pole Arms, and Thrown. The player should

    assign one of the categories to each of the weapon categories above.

    Note: Cost in brackets for Special Defense is only to be used if theMartial

    Arts Companionis being used in the game. In addition, the Martial Arts

    Combat Maneuvers skill category should only be used if the gamemasterhas approved theMartial Arts Companion for use in his game.

    Everyman Skills: Tactics, Siege Engineering

    Occupational Skills: Military Organization

    Restricted Skills: Channeling

    SPELL DEVELOPMENTBase list (all).............. 6/6/6 Closed list (1-5)........... 10/10Open list (1-10) ............ 8/8 Closed list (6-10).............. 12Open list (11-15) ........... 12 Closed list (11-15) ............ 25Open list (16-20) ........... 18 Closed list (16-20) ............ 40Open list (21+)............... 25 Closed list (21+) ............... 60

    TRAINING PACKAGES

    Awareness Group ........ +15 Power Point Develop. ...... +5Adventurer ..................... 31 Highwayman .................... 25Amateur Mage ............... 35 Hunter ............................... 36Animal Friend................ 32 Knight ............................... 38Assassin ......................... 38 Loremaster........................ 24Berserker........................ 31 Martial Artist .................... 38Burglar ........................... 30 Mercenery ........................ 38City Guard ..................... 25 Merchant .......................... 24Cloistered Academic ..... 28 Performer.......................... 28Con Man ........................ 24 Philosopher ....................... 37Crafter ............................ 24 Sailor ................................ 20Crusading Academic ..... 24 Scout ................................. 26Cut Purse ....................... 35 Shaman Priest ................... 32Detective ........................ 28 Soldier .............................. 24Diplomat ........................ 28 Spy ................................... 34

    Doctor ............................ 26 Traveller ........................... 25Explorer ......................... 32 Wanderer .......................... 31Guardian ........................ 40 Weapon Master ................ 52Herbalist ........................ 23 Zealot ............................... 26

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    Mentalism

    Companion

    &*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&

    2

    &5.2*ASTROLOGER

    Astrologers are Hybrid spell users who combine therealms of Channeling and Mentalism. They have con-centrated on spells which pertain to gathering informa-tion, and concentrate on observing the movements of thecelestial bodies. Their spells deal with detection, com-muning, precognition, and communication, and many

    are only (fully) usable under the light of the stars.Rylara stood on the battlements of the East Tower,gazing at the star-filled sky, mentally tracing thefamiliar patterns of the constellations as she waited forthe rising of the moons. She reflected on the horoscopethat she had earlier cast for the newborn prince and theincomplete and inaccurate interpretation she hadgiven to the Council. Let the Regents believe PrinceJoram would be weak-willed and unhealthy, a willingtool for their ends, rather than their nemesis. In theeast, rose the blood-red moon.

    Prime Stats: Self Discipline, Intuition, Presence

    ASTROLOGER SPELL LISTSThe Astrologer has six base lists. The full descriptionsof all the spells on these lists can be found later in thisbook.

    Far Voice: mental communication and voice projection.

    Holy Vision: knowledge through communing with dei-ties and dreams.

    Starlights: light manipulation and light-based attacks.

    Starlore: assists with casting and interpreting horoscopes.

    Starsense: mental detections and modifications of thecasters senses.

    Way of the Voice: communication, influencing, andcontrol spells.

    PROFESSION BONUSESAwareness Group ........ +10 Power Point Dev. .............+5Lore General .................. +5 Outdoor Environmental....+5Lore Magical ................. +5 Self Control ......................+5Power Awareness .......... +5 Spell Group ......................+5Power Manipulation ...... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy ............. 7/7/7 Outdoor Animal ................. 3Armor Light ............... 4/4/4 Outdoor Environmental... 2/5

    Armor Medium .......... 6/6/6 Power Awareness ............ 2/6Artistic Active .............. 2/5 Power Manipulation ...... 4/10Artistic Passive ............. 2/5 Power Point Dev. ............... 6Athletic Brawn ................ 7 Science Basic .................. 1/4Athletic Endurance .......... 3 Science Specialised ....... 6/14Athletic Gymnastic .......... 3 Self Control ........................ 5Awareness Perceptions .... 3 Special Attacks................. 15Awareness Searching .... 2/6 Special Defenses ...... 25 [18]Awareness Senses ......... 2/5 Subterfuge Attack............. 15Body Development........ 15 Subterfuge Mechanics ........ 7Combat Maneuvers........ 18 Subterfuge Stealth .............. 6Communications ........ 1/1/1 Tech Trade General......... 3/7Crafts .......................... 4/10 Tech Trade Professional..... 8Directed Spells ............. 2/7 Tech Trade Vocational .. 5/12Influences ..................... 2/4 Urban .................................. 3

    Lore General ................. 1/3 Weapon Category 1 ............ 9Lore Magical ................ 2/5 Weapon Category 2 .......... 20Lore Obscure ................ 2/7 Weapon Category 3 .......... 20Lore Technical .............. 2/6 Weapon Category 4 .......... 20Martial Arts Combat Man. 12 Weapon Category 5 .......... 20Martial Arts Strikes ........... 6 Weapon Category 6.......... 20Martial Arts Sweeps .......... 6 Weapon Category 7.......... 20

    The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed,

    Missle, Missile Artillery, Pole Arms, and Thrown. The player should

    assign one of the categories to each of the weapon categories above.

    Note: Cost in brackets for Special Defense is only to be used if theMartial

    Arts Companionis being used in the game. In addition, the Martial Arts

    Combat Maneuvers skill category should only be used if the gamemaster

    has approved theMartial Arts Companion for use in his game.

    Everyman Skills:Basic Math, Channeling, Direction Sense,Divination, Divination Lore, Meditation, Time Sense

    Occupational Skills: Astronomy, Star-gazing, WeatherWatching

    Restricted Skills: None

    SPELL DEVELOPMENTBase list (all) .............. 3/3/3 Closed list (1-5) ............ 4/4/4Open list (1-10) ......... 4/4/4 Closed list (6-10).......... 6/6/6Open list (11-15) ....... 6/6/6 Closed list (11-15) ........... 8/8Open list (16-20) .......... 8/8 Closed list (16-20) ....... 10/10Open list (21+)............... 12 Closed list (21+) ............... 25

    TRAINING PACKAGESAdventurer ..................... 37 Highwayman .................... 33Amateur Mage ............... 28 Hunter ............................... 44Animal Friend................ 37 Knight ............................... 76Assassin ......................... 66 Loremaster........................ 20Berserker........................ 76 Martial Artist .................... 52Burglar ........................... 36 Mercenery ........................ 73City Guard ..................... 40 Merchant .......................... 18Cloistered Academic ..... 20 Performer.......................... 22Con Man ........................ 28 Philosopher ....................... 26Crafter ............................ 24 Sailor ................................ 22Crusading Academic ..... 28 Scout ................................. 32Cut Purse ....................... 37 Shaman Priest ................... 30Detective ........................ 25 Soldier .............................. 49Diplomat ........................ 20 Spy ................................... 38Doctor ............................ 26 Traveller ........................... 26

    Explorer ......................... 38 Wanderer .......................... 29Guardian ........................ 55 Weapon Master .............. 192Herbalist ........................ 23 Zealot ............................... 30

    Section 5.2

    Astrologer

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    SPELL LAW

    76

    OF

    CHANNELING

    12.2CLERIC

    Clerics are pure spell users of Channeling who haveconcentrated in spells that require direct power from theirdeities. These spell users are the most powerful of the spellusers of Channeling, but they are also the most restrictedbecause of the requirements of their deity.

    Evryx hated the night before a large battle. They always

    revelled too much; too much noise, too much drink, and toolittle care for the enemy. It was a good thing that the Dwarven

    Council sent him along. He will ensure there are no spies at

    the feast tonight. He will ensure that the soldiers are up in

    time to shake off the effects of the feast. Tomorrow there is

    battle.

    Prime Stats: Intuition and Memory

    CLERIC SPELL LISTS

    The Cleric has six base lists. The full descriptions of allthe spells on these lists can be found on pages 32-37. Fora slightly higher development point cost, he may also de-velop open and closed Channeling spell lists. Full descrip-tions of these lists can be found on pages 6-25. Other spelllists may be developed, but will cost more developmentpoints.

    Channels: Channeling direct power from a deity for attacks.

    Communal Ways: Divining information.

    Life Mastery: Restoring and preserving life in dead bodies.

    Protections: Providing protections from a variety of differenttypes of hostile forces.

    Repulsions: Repelling undead and cancelling magic.

    Summons: Summoning creatures to aid or assist.

    PROFESSION BONUSESAwareness Group ................. +5 Power Manipulation ............ +5Influence ................................ +5 Power Point Dev. ................. +5Lore Magical ..................... +5 Spell Group ........................... +5Outdoor Group..................... +5 Weapon Group ..................... +5Power Awareness ................+10

    SKILLSAND SKILL CATEGORIESArmor Heavy .................... 11 Outdoor Animal ................ 3Armor Light............... 2/2/2 Outdoor Environment. . 2/7

    Armor Medium................ 10 Power Awareness ................ 2/5Artistic Active ................ 2/5 Power Manipulation ........4/10Artistic Passive ............... 2/5 Power Point Develop. ............ 4Athletic Brawn ................... 5 Science Basic ..................1/4Athletic Endurance ........... 3 Science Specialized ..... 6/14Athletic Gymnastic............ 3 Self Control ............................. 5Awareness Perception ....... 6 Special Attacks ..................... 10Awareness Searching.....2/6 Special Defenses................... 40Awareness Senses .......... 3/7 Subterfuge Attack............ 15Body Development .............. 10 Subterfuge Stealth ............. 5Combat Maneuvers.............. 10 Subterfuge Mechanics ...... 7Communications ........... 2/2/2 Technical General.......... 3/7Crafts .................................. 4/10 Technical Professional ...... 8Directed Spells........................ 3 Technical Vocational .. 5/12Influence .............................. 2/4 Urban ........................................ 3

    Lore General ................... 1/3 Weapon Category 1 .......... 6Lore Magical ................... 2/4 Weapon Category 2 .......... 7Lore Obscure .................. 3/7 Weapon Category 3 .......... 9Lore Technical................ 2/6 Weapon Category 4 .......... 9Martial Arts Strikes .......... 6 Weapon Category 5 .......... 9Martial Arts Sweeps ......... 6 Weapon Category 6 ........ 20

    Weapon Category 7 ........ 20

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.

    Everyman Skills: Time Sense, Meditation, Channeling

    Occupational Skills: Religion, Divination

    Restricted Skills: none

    SPELL DEVELOPMENTBase list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 4/4/4Open list (11-15) ........... 4/4/4 Closed list (11-15) ......... 4/4/4Open list (16-20) ........... 4/4/4 Closed list (16-20)......... 4/4/4Open list (21+) .............. 6/6/6 Closed list (21+).................8/8

    First 5 lists developed in a given level: .................................... x1 cost6th - 10th lists developed in a given level: .............................. x2 cost11th - up lists developed in a given level ................................ x4 cost

    For spell lists not shown, seeRMFRPp. 127 and Character Law.

    TRAINING PACKAGESAdventurer ............................. 32 Highwayman ......................... 27 Amateur Mage ...................... 26 Hunter .................................... 32 Animal Friend ...................... 31 Knight .................................... 40

    Assassin .................................. 38 Loremaster ......................... 20Berserker ................................ 36 Martial Artist ........................ 35Burglar ................................... 30 Mercenary .............................. 36City Guard ............................. 28 Merchant ............................ 20Cloistered Academic ........ 24 Performer ............................... 26Con Man................................ 26 Philosopher ............................ 29Crafter .................................... 24 Sailor ...................................... 22Crusading Academic ........... 29 Scout....................................... 38Cut Purse............................... 32 Shaman Priest ...................... 29Detective ................................ 28 Soldier .................................... 29Diplomat ................................ 25 Spy .......................................... 33Doctor .................................... 23 Traveller ................................. 18Explorer ................................. 30 Wanderer ................................ 29Guardian ................................ 33 Weapon Master .................... 51Herbalist................................. 23 Zealot ...................................... 26

    : Typical : Not normally allowed

    Section

    12.0

    Professions

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    SPELL LAW

    77

    OF

    ESSENCE

    Section

    12.0

    Professions

    12.3DABBLER

    Dabblers are semi spell users who combine the realm ofEssence with the realm of Arms. Their base spells dealwith stealth, detection, perception, movement and manipu-lating locks and traps.

    Trancavel held her breath. Walking tightropes was always a

    scary moment for her. Below her the people in the street were

    unaware of her plight. She kept her eyes focussed straightahead; on the back of the man she was chasing. He was just

    reaching the roof of the next building. He turned around

    quickly, pulling out his knife. He was going to cut the rope

    that she was walking on!

    Prime Stats:Agility and Empathy

    DABBLER SPELL LISTSThe Dabbler has six base lists. The full descriptions of

    all the spells on these lists can be found on pages 38-43.For a slightly higher development point cost, he may alsodevelop open and closed Essence spell lists on pages 6-25.Other spell lists may be developed, but will cost a largernumber of development points.

    Concealment Mastery: Hiding things and making thingsharder to find.

    Influences:Affecting targets and their thought processes.

    Mechanisms: Manipulating locks, traps, and other devises.

    Movement Mastery: Enhancing the casters movement

    Senses: Enhancing the casters sensory capabilities.

    Thieving Law: Enhancing the casters ability to operateas a thief.

    PROFESSION BONUSESAwareness Group ...............+10 Power Manpulation ............. +5Body Development .............. +5 Subterfuge Group ................ +5Influence ................................ +5 Urban ...................................... +5Lore Magical ..................... +5 Weapon Group ..................... +5Power Awareness.................. +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .................... 11 Outdoor Animal ............2/6Armor Light............... 5/5/5 Outdoor Environment. . 2/6Armor Medium................ 10 Power Awareness ................ 2/7Artistic Active ................ 2/4 Power Manipulation ........6/12Artistic Passive ............... 2/5 Power Point Develop. ............ 8Athletic Brawn ...............3/9 Science Basic.................. 2/5Athletic Endurance ....... 2/7 Science Specialized ........... 8Athletic Gymnastic ........2/4 Self Control ......................... 2/7Awareness Perception 4/12 Special Attacks ....................... 6Awareness Searching.....2/6 Special Defenses................... 40Awareness Senses .......... 3/7 Subterfuge Attack........6/12Body Development .......... 6/14 Subterfuge Stealth .........1/5Combat Maneuvers.......... 6/14 Subterfuge Mechanics .. 2/6Communications ........... 2/2/2 Technical General.......... 3/7Crafts .................................. 4/10 Technical Professional ...... 8Directed Spells........................ 5 Technical Vocational .. 5/12Influence .............................. 2/4 Urban .................................... 1/5

    Lore General ................... 1/3 Weapon Category 1 ......3/9Lore Magical ................... 2/6 Weapon Category 2 .......... 6Lore Obscure ..................3/7 Weapon Category 3 .......... 7Lore Technical................ 2/5 Weapon Category 4 .......... 8Martial Arts Strikes .......... 4 Weapon Category 5 ........ 10Martial Arts Sweeps ......... 4 Weapon Category 6 ........ 15

    Weapon Category 7 ........ 15

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.

    Everyman Skills: Sense Ambush, Time Sense,Detect Traps, Locate Hidden

    Occupational Skills: Lock Lore

    Restricted Skills: Channeling

    SPELL DEVELOPMENTBase list (all) .................. 6/6/6 Closed list (1-5) ............. 10/10Open list (1-10) .................. 8/8 Closed list (6-10) .................. 12Open list (11-15) .................. 12 Closed list (11-15) ................ 25Open list (16-20) .................. 18 Closed list (16-20)................ 40Open list (21+) ..................... 25 Closed list (21+) ................... 60

    First 5 lists developed in a given level: .................................... x1 cost6th - 10th lists developed in a given level: .............................. x2 cost11th - up lists developed in a given level: ............................... x4 cost

    For spell lists not shown, seeRMFRPp. 127 and Character Law.

    TRAINING PACKAGESAdventurer ............................. 29 Highwayman ......................... 23 Amateur Mage ...................... 29 Hunter .................................... 29 Animal Friend ...................... 28 Knight .................................... 36 Assassin .................................. 27 Loremaster ......................... 20Berserker ................................ 29 Martial Artist ........................ 31Burglar ................................... 22 Mercenary .............................. 32City Guard ......................... 20 Merchant................................ 21Cloistered Academic ............ 25 Performer............................... 25Con Man ............................ 19 Philosopher ............................ 30Crafter .................................... 24 Sailor ................................... 20Crusading Academic ........... 28 Scout....................................... 25Cut Purse ........................... 20 Shaman Priest ...................... 29Detective ................................ 25 Soldier .................................... 28Diplomat ................................ 25 Spy .......................................... 24Doctor .................................... 23 Traveller ................................. 14Explorer ................................. 28 Wanderer ................................ 28Guardian ................................ 32 Weapon Master .................... 43Herbalist................................. 23 Zealot .................................. 25

    : Typical : Not normally allowed

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    ELEMENTAL

    COMPANION

    5.4ELEMENTAL CHAMPION

    The Elemental Champion is a semi-spell user in therealm of Essence. He harnesses the individual elementthat he champions, to defend either an elemental school ortemple. He is to elementalism what the Paladin is to reli-gion.

    Aiden gripped his sword and faced the Ice Mage. Sweatbeaded on his enemys forehead as Aiden circled. The manwas afraid, and with good reason. Aiden would tear throughhim like parchment. That would show the man to attack hishome.

    Prime Stats:Prime Stats:Prime Stats:Prime Stats:Prime Stats: Constitution and Empathy

    ELEMENTAL CHAMPION SPELL LISTS

    Like all semi-spell users, the Elemental Champion gains6 base spell lists. The Elemental Champion must pick asingle element. All his spells revolve around that ele-ment. He can also take closed and open lists at a highercost.

    Combat Links:Combat Links:Combat Links:Combat Links:Combat Links: Allows the Champions to link into Triads orCircles enhancing their combat abilities.

    Elemental Armor:Elemental Armor:Elemental Armor:Elemental Armor:Elemental Armor: Infuses clothing or armor with elementalmaterial, enhancing its protective capabilities.

    Elemental Weapon:Elemental Weapon:Elemental Weapon:Elemental Weapon:Elemental Weapon: Enhances the Champions weapon withelemental energy.

    Elemental Companions:Elemental Companions:Elemental Companions:Elemental Companions:Elemental Companions: Allows caster to bond with elementalhybrids, including mounts.

    Lesser Elemental Change:Lesser Elemental Change:Lesser Elemental Change:Lesser Elemental Change:Lesser Elemental Change: Allows the Champion to shift forms,becoming elemental material.

    Lesser Elemental Protections:Lesser Elemental Protections:Lesser Elemental Protections:Lesser Elemental Protections:Lesser Elemental Protections: Protects the Champion fromvarious elemental attacks.

    PROFESSION BONUSESAthletics Group .................. +10 Combat Maneuver............. +10Awareness Group ................. +5 Power Awareness .................. +5Body Development ............ +10 Power Manipulation ............+5

    Weapon Group ...................... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .................... 10 Outdoor Animal............ 2/7Armor Light ........................8 Outdoor Environment . 2/5Armor Medium ..................9 Power Awareness ............... 2/7Artistic Active ................ 2/5 Power Manipulation ....... 6/12Artistic Passive ............... 2/5 Power Point Development .... 8Athletic Brawn............... 3/7 Science Basic ..................2/5Athletic Endurance ....... 2/7 Science Specialized ........... 8Athletic Gymnastic ....... 3/7 Self Control .........................2/7Awareness Perception . 4/10 Special Attacks ........................ 6Awareness Searching .... 2/5 Special Defenses ...................60Awareness Senses .......... 3/6 Subterfuge Attack .............. 8Body Development .......... 6/14 Subterfuge Mechanical ..... 4Combat Maneuvers ......... 5/12 Subterfuge Stealth ........ 2/7Communication .............. 3/3/3 Technical General ......... 3/7Crafts .................................. 4/10 Technical Professional ...... 8Directed Spells ........................ 4 Technical Vocational .. 5/12Influence .............................. 3/9 Urban ................................... 3/9Lore General................... 1/3 Weapon Category 1.... 4/10

    Lore Magical .................. 2/5 Weapon Category 2 ........... 6Lore Obscure .................. 3/7 Weapon Category 3........... 7Lore Technical ............... 2/6 Weapon Category 4........... 8Martial Arts Strikes ........... 4 Weapon Category 5 ......... 10Martial Arts Sweeps ..........4 Weapon Category 6.........15

    Weapon Category 7 ......... 15

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. Theplayer should assign one of the categories to each of the weaponcategories above.

    Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills: Dragon Lore, Planar Lore

    Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills: None

    Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills: Channeling

    SPELL DEVELOPMENTBase List (all) .................. 6/6/6 Closed List (1-5) ............ 10/10Open List (1-10) ................ 8/8 Closed List (6-10) ................. 12Open List (11-15) ................ 12 Closed List (11-15) ...............25Open List (16-20) ................ 15 Closed List (16-20) ..............40Open List (21+) ................... 25 Closed List (21+)..................60

    TRAINING PACKAGESAir Mage: 32Earth Mage: 31Elemental Crafter 35Elemental Scholar: 29Fire Mage: 29

    Ice Mage: 31Light Mage: 31Water Mage: 32

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    3

    ELEMENTAL

    COMPANION

    ADDENDUM

    2.1

    ELEMENTAL EXPLORER

    The Elemental Explorer travels the planes in search ofadventure and excitement. Of all the professions, theElemental Explorer is the most versed in traveling the planes.He is an Essence/Mentalism Hybrid.

    Christus smiled as the fire flowed around him. The

    Plane of Fire, was a hostile, terrible place. For Christus

    however, it was like a second home. He strengthened

    the spells protecting him and started off in search of

    an Elemental looking for a deal.

    Prime Stats: Empathy and Presence

    ELEMENTAL EXPLORER SPELL LISTS

    Like all hybrid spell users, the Elemental Explorer gains6 base spell lists. The Elemental Explorer is a generalist,like the Magician. He can also take closed and open lists ata higher cost.

    Elemental Facades: Allows the Explorer to take guisesappropriate to his locale or to avoid detection.

    Elemental Links: Allows caster to link to an element and useits energy without intimate knowledge of its workings.

    Elemental Planar Summons: Allows the caster to summonelemental creatures who exist on the same plane as thecaster.

    Elemental Survival: Protects the target from the dangers ofthe planes.

    Elemental Travel: Allows the Explorer to travel the variousplanes of existence.

    Traveler: Allows caster to apply mundane skills in elementallocales as well as speaking with the locals.

    PROFESSION BONUSESAwareness Group ...............+10 Power Awareness................+10Lore Magical ..................+10 Power Manipulation..........+10Outdoor Group..................... +5 Weapon Group ..................... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .................... 11 Outdoor Animal ................ 3Armor Light ....................... 9 Outdoor Environment ...... 3Armor Medium ............... 10 Power Awareness ................ 2/5

    Artistic Active ................ 2/6 Power Manipulation.......... 3/9Artistic Passive ............... 2/6 Power Point Development ... 6Athletic Brawn .................. 6 Science Basic ................. 1/4Athletic Endurance........... 3 Science Specialized.....6/14Athletic Gymnastic ........... 3 Self Control ............................. 5Awareness Perception ....... 6 Special Attacks ..................... 15Awareness Searching ........ 3 Special Defenses ..................60Awareness Senses .......... 2/6 Subterfuge Attack ........... 15Body Development .............. 15 Subterfuge Mechanical .... 7Combat Maneuvers ............. 18 Subterfuge Stealth ............ 6Communication ............ 2/2/2 Technical General ......... 3/7Crafts ................................. 4/10 Technical Professional ...... 8Directed Spells ...................2/5 Technical Vocational . 5/12Influence .............................2/6 Urban ....................................... 3Lore General ...................1/3 Weapon Category 1 .......... 9Lore Magical ..................1/4 Weapon Category 2 ........ 20

    Lore Obscure ..................2/5 Weapon Category 3 ........ 20Lore Technical ...............2/7 Weapon Category 4 ........ 20Martial Arts Strikes .......... 9 Weapon Category 5 ........ 20Martial Arts Sweeps ......... 9 Weapon Category 6 ........ 20

    Weapon Category 7 ........ 20

    The weapon categories are: 1-H Concussion, 1-H Edged,

    2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. The

    player should assign one of the categories to each of the weaponcategories above.

    Everyman Skills: Time Sense, Direction Sense, Dragon Lore

    Occupational Skills: Planar Lore

    Restricted Skills: None

    SPELL DEVELOPMENTBase List (all) ................ 3/3/3 Closed List (1-5) ........... 4/4/4Open List (1-10) ........... 4/4/4 Closed List (6-10) ......... 4/4/4Open List (11-15) ......... 4/4/4 Closed List (11-15) ....... 4/4/4

    Open List (16-20) ......... 4/4/4 Closed List (16-20) ....... 4/4/4Open List (21+) ............ 6/6/6 Closed List (21+) ...............8/8

    TRAINING PACKAGESAir Mage: 29Earth Mage: 29Elemental Crafter: 28Elemental Scholar: 23Elemental Wanderer: 27Fire Mage: 29Ice Mage: 29Light Mage: 29Storm Mage: 21Water Mage: 28Guild Elementalist:14

    2.0

    PROFESSIONS

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    ELEMENTAL

    COMPANION

    5.3ELEMENTAL PRIEST

    The Elemental Priest is a pure Channeling user whoworships one of the Elemental Lords or Gods. He there-fore is granted the ability to summon True ElementalMaterial, in very small quantities, to use in the corruptionof the crude material plane.

    Pyrus leaned over his dying comrade. The man was injured.

    Terribly injured. Now it was up to Pyrus to heal him. But

    first, he had to infuse him with fire. He bowed his head and

    began to corrupt the living flesh of his friend.

    Prime Stats:Prime Stats:Prime Stats:Prime Stats:Prime Stats: Intuition and Constitution

    ELEMENTAL PRIEST SPELL LISTS

    Like all pure spell users, the Elemental Priest gains 6base spell lists. The exact nature of these spell lists de-pends on the Lord or God the priest worships. He canalso take closed and open Channeling lists at a higher cost.

    Elemental Channeling:Elemental Channeling:Elemental Channeling:Elemental Channeling:Elemental Channeling: Allows the priest to summon elementalmaterial.

    Elemental Gate Mastery:Elemental Gate Mastery:Elemental Gate Mastery:Elemental Gate Mastery:Elemental Gate Mastery: Allows the priest to gate inelementals directly from their home plane.

    Elemental Healing:Elemental Healing:Elemental Healing:Elemental Healing:Elemental Healing: Allows the priest to heal elementals andtargets suffering elemental corruption.

    Elemental Restorations:Elemental Restorations:Elemental Restorations:Elemental Restorations:Elemental Restorations: Additional healing spells for use onelementals and corrupted targets.

    Elemental Transformations:Elemental Transformations:Elemental Transformations:Elemental Transformations:Elemental Transformations: Allows the priest to infuse a targetwith elemental material.

    Elemental Combat Enhancements:Elemental Combat Enhancements:Elemental Combat Enhancements:Elemental Combat Enhancements:Elemental Combat Enhancements: Enhances combat abilitiesof elementals by blessings from their Lord.

    PROFESSION BONUSESAwareness Group ................. +5 Power Awareness ............... +15Influence ................................ +5 Power Point Development ..+5Lore Magical .................... +5 Spell Group ........................... +5Outdoor Group .................... +5 Weapon Group...................... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .....................11 Outdoor Animal ............ 3/6Armor Light ............... 3/3/3 Outdoor Environment . 3/6Armor Medium ............... 10 Power Awareness ............... 2/5Artistic Active ................ 2/5 Power Manipulation ......... 3/9Artistic Passive ............... 2/5 Power Point Development .... 4Athletic Brawn.................... 4 Science Basic ..................1/4Athletic Endurance ....... 3/9 Science Specialized .... 6/14Athletic Gymnastic ....... 3/9 Self Control ............................. 5Awareness Perception ........ 6 Special Attacks ...................... 11Awareness Searching .........6 Special Defenses ...................40Awareness Senses .......... 3/7 Subterfuge Attack............15Body Development .............. 10 Subterfuge Mechanical ..... 7Combat Maneuvers ............. 10 Subterfuge Stealth ............. 5Communication .............. 2/2/2 Technical General ......... 3/7Crafts .................................. 4/10 Technical Professional ...... 8Directed Spells ........................3 Technical Vocational .. 5/12Influence .............................. 2/4 Urban ........................................ 3Lore General ................... 1/3 Weapon Category 1 ........... 7Lore Magical .................. 2/4 Weapon Category 2......... 10Lore Obscure .................. 2/5 Weapon Category 3 .........12Lore Technical ............... 2/6 Weapon Category 4.........12Martial Arts Strikes ........... 9 Weapon Category 5 ......... 12Martial Arts Sweeps .......... 9 Weapon Category 6.........20

    Weapon Category 7 ......... 20

    The weapon categories are: 1-H Concussion, 1-H Edged,

    2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. Theplayer should assign one of the categories to each of the weaponcategories above.

    Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills: Time Sense, Meditation

    Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills: Religion, Divination, Planar Lore

    Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills: None

    SPELL DEVELOPMENTBase List (all)..................3/3/3 Closed List (1-5) ............ 4/4/4Open List (1-10) ............ 4/4/4 Closed List (6-10) .......... 4/4/4Open List (11-15) ..........4/4/4 Closed List (11-15) ........ 4/4/4Open List (16-20) ..........4/4/4 Closed List (16-20) ....... 4/4/4Open List (21+) .............6/6/6 Closed List (21+) ............... 8/8

    TRAINING PACKAGESAir Mage: 30Earth Mage: 29Elemental Crafter 28Elemental Scholar: 26Fire Mage: 29Ice Mage: 31Light Mage: 31

    Water Mage: 29

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    17

    ELEMENTAL

    COMPANION

    5.1ELEMENTALIST

    The Elementalist is a pure essence user, much like aMagician. Whereas a Magician deals in all the elements,the Elementalist deals with a specific triad, concentratingon a single elemental specialty.

    Frederus called up the power of fire. He felt the elemental

    material come to his call: hot, hungry, eager. He brought it

    forward, shaping it with the loving words of his spell. Then

    he let it go, eager to consume and destroy.

    Prime Stats:Prime Stats:Prime Stats:Prime Stats:Prime Stats: Empathy and Reasoning

    ELEMENTALIST SPELL LISTS

    Like all pure spell users, the Elementalist gains 6 basespell lists. The exact nature of these spell lists depends onthe training package taken by the Elementalist. He canalso take closed and open essence lists at a higher cost.

    Elemental Summons:Elemental Summons:Elemental Summons:Elemental Summons:Elemental Summons: For summoning elementals and servants.

    Elemental Counters:Elemental Counters:Elemental Counters:Elemental Counters:Elemental Counters: For countering one element with itsscourge element.

    Elemental Defenses:Elemental Defenses:Elemental Defenses:Elemental Defenses:Elemental Defenses: For shielding a mage against the elements.Other:Other:Other:Other:Other: Every Elementalist takes a training package to flesh out

    the rest of his lists. These lists represent his elementalspecialty.

    PROFESSION BONUSESDirected Spells ................... +10 Power Manipulation ............+5Lore Magical .................. +10 Power Point Development ..+5Power Awareness .................. +5 Spell Group ........................... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy .....................11 Outdoor Animal................. 5Armor Light ........................ 9 Outdoor Environment ...... 5Armor Medium ..................0 Power Awareness ............... 2/5

    Artistic Active ............... 2/5 Power Manipulation ........ 3/9Artistic Passive ............... 2/5 Power Point Development .... 4Athletic Brawn.................... 6 Science Basic ..................1/4Athletic Endurance ............3 Science Specialized .... 6/14Athletic Gymnastic ............3 Self Control ............................. 4Awareness Perception ........ 6 Special Attacks ...................... 15Awareness Searching .........3 Special Defenses ...................40Awareness Senses .......... 3/7 Subterfuge Attack............15Body Development .............. 15 Subterfuge Mechanical ..... 7Combat Maneuvers ............. 18 Subterfuge Stealth ............. 5Communication .............. 2/2/2 Technical General ......... 3/7Crafts .................................. 4/10 Technical Professional ...... 8Directed Spells ................... 2/5 Technical Vocational .. 5/12Influence .............................. 2/6 Urban ................................... 2/5

    Lore General ................... 1/3 Weapon Category 1 ........... 9Lore Magical .................. 1/4 Weapon Category 2......... 20Lore Obscure .................. 3/7 Weapon Category 3 .........20Lore Technical ............... 2/6 Weapon Category 4.........20Martial Arts Strikes ........... 9 Weapon Category 5 .........20Martial Arts Sweeps .......... 9 Weapon Category 6.........20

    Weapon Category 7 ......... 20

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.

    The player should assign one of the categories to each of theweapon categories above.

    Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills:Everyman Skills: Time Sense, Planar Lore

    Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills:Occupational Skills: None

    Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills:Restricted Skills: Channeling

    SPELL DEVELOPMENTBase List (all)..................3/3/3 Closed List (1-5) ............ 4/4/4Base List From within Triad . 6/6/6Complementary Elemental Base List ......................................... 8/8Open List (1-10) ............ 4/4/4 Closed List (6-10) .......... 4/4/4Open List (11-15) ..........4/4/4 Closed List (11-15) ........ 4/4/4Open List (16-20) ..........4/4/4 Closed List (16-20) ....... 4/4/4Open List (21+) .............6/6/6 Closed List (21+) ............... 8/8

    TRAINING PACKAGES

    Air Mage: 29

    Earth Mage: 29

    Elemental Crafter 28

    Elemental Scholar: 25

    Fire Mage: 29

    Ice Mage: 28

    Light Mage: 29

    Water Mage: 28

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    Mentalism

    companion

    &*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&

    23

    & 5.3 *ENCHANTER

    Enchanters are hybrid spell users of the realms ofEssence and Mentalism. They have concentrated on spellsof misdirection and manipulation which directly affect theminds of humanoids, beasts, animals and other sentients.Their base spells deal with inducing hallucinations (men-tal illusions), mind control, and memory manipulation.

    Arizel had taken the wrong turning in the Maze. Thethree armed and desperate footpads who were movingto surround her were proof of that. Persuading them tolet her pass unmolested would take more than words.With a flash of inspiration, Arizel wove the seeming ofa dank sulfurous mist rising from the ground in theminds of her assailants. Pausing to ensure all threewere in the grip of her hallucinations, Arizel quietlywalked past her would-be assailants and proceeded toher midnight assignation.

    Prime Stats: Self Discipline, Empathy, Presence

    ENCHANTER SPELL LISTS

    The Enchanter has six base lists. The full description ofthe spells on these lists can be found later in this book.

    Seeming Defenses: concealment from the senses ofothers

    Seeming Enhancement: adding senses and enablingseemings to affect nonhumanoids

    Seeming Law: basic mental illusions.

    Seeming Mastery: mind control and emotional manipu-lation.

    Seeming Memories: mind probes, memory manipula-tion, and ability sharing.

    Seeming Projection: causing sensory deprivation andillusionary injuries.

    PROFESSION BONUSESAwareness Group .......... +5 PF Development...............+5Communications ............ +5 Self Control ......................+5Influence ...................... +10 Spell Group ......................+5Power Awareness .......... +5 Subterfuge Stealth ............ +5Power Manipulation. ..... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy ............. 7/7/7 Outdoor Animal ................. 3Armor Light ............... 4/4/4 Outdoor Environmental...... 3Armor Medium .......... 6/6/6 Power Awareness ............ 2/5Artistic Active .............. 1/4 Power Manipulation ...... 4/10Artistic Passive ............. 2/5 Power Point Dev. ............... 6Athletic Braw .................. 7 Science Basic .................. 1/4

    Athletic Endurance .......... 3 Science Specialised ....... 6/14Athletic Gymnastic .......... 3 Self Control ........................ 5Awareness Perceptions . 3/7 Special Attacks................. 15Awareness Searching.... 2/7 Special Defenses ...... 25 [18]Awareness Senses ......... 2/7 Subterfuge Attack............. 16Body Development........ 15 Subterfuge Mechanics ........ 8Combat Maneuvers........ 18 Subterfuge Stealth ........... 3/6Communications ........ 1/1/1 Tech Trade General......... 3/7Crafts .......................... 4/10 Tech Trade Professional..... 8Directed Spells ................ 4 Tech Trade Vocational .. 5/12Influence ....................... 1/4 Urban ............................... 2/4Lore General ................. 1/3 Weapon Category 1 ............ 9Lore Magical ................ 2/5 Weapon Category 2 .......... 20Lore Obscure ................ 3/7 Weapon Category 3 .......... 20Lore Technical .............. 2/6 Weapon Category 4 .......... 20

    Martial Arts Combat Man. 12 Weapon Category 5 .......... 20Martial Arts Strikes ......... 6 Weapon Category 6 .......... 20Martial Arts Sweeps ........ 6 Weapon Category 7 .......... 20

    The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed,

    Missle, Missile Artillery, Pole Arms, and Thrown. The player

    should assign one of the categories to each of the weapon categories

    above.

    Note: Cost in brackets for Special Defense is only to be used if the

    Martial Arts Companion is being used in the game. In addition, the

    Martial Arts Combat Maneuvers skill category should only be used if the

    gamemaster has approved theMartial Arts Companion for use in his

    game.

    Everyman Skills: Meditation, Time Sense, Lie Percep-

    tion, Spell Mastery, HypnosisOccupational Skills: none

    Restricted Skills: none

    SPELL DEVELOPMENTBase list (all) .............. 3/3/3 Closed list (1-5) ............ 4/4/4Open list (1-10) ......... 4/4/4 Closed list (6-10)..........6/6/6Open list (11-15) ....... 6/6/6 Closed list (11-15) ........... 8/8Open list (16-20) .......... 8/8 Closed list (16-20) ....... 10/10Open list (21+) ............... 12 Closed list (21+) ............... 25

    TRAINING PACKAGESAdventurer ..................... 37 Highwayman .................... 36Amateur Mage ............... 28 Hunter............................... 43

    Animal Friend................ 34 Knight............................... 76Assassin ......................... 62 Loremaster........................ 22Berserker........................ 76 Martial Artist .................... 52Burglar........................... 37 Mercenery ........................ 73City Guard ..................... 39 Merchant .......................... 18Cloistered Academic ..... 22 Performer.......................... 18Con Man ........................ 20 Philosopher ....................... 26Crafter ............................ 24 Sailor ................................ 22Crusading Academic ..... 28 Scout ................................. 34Cut Purse ....................... 28 Shaman Priest................... 29Detective ........................ 23 Soldier .............................. 49Diplomat ........................ 19 Spy ................................... 30Doctor ............................ 26 Traveller ........................... 26Explorer ......................... 38 Wanderer .......................... 31Guardian ........................ 60 Weapon Master .............. 192

    Herbalist ........................ 26 Zealot ............................... 28

    Section 5.3

    Enchanter

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    Professions

    22

    BH

    CHARACTER

    LAW

    2.6HEALER

    Healers are hybrid spell users who combine the realmsof Channeling and Mentalism; they channel power to takewounds from others and use the enormous recuperativepower of their bodies to heal the wounds once taken. Thus,a Healer could heal a person by taking his patients injuryupon himself and then healing this injury gradually.

    Soryth looked over the ward. Wounded bodies laying in bed;the smell of antiseptic wash; the soft sounds of the nursesshuffling feet; the soft golden glow of the morning sun through

    the windows. They will live. They will live.

    Prime Stats: Intuition, Presence, and Self Discipline

    HEALER SPELL LISTS

    The Healer has six base lists. The full descriptions of allthe spells on these lists can be found in Spell Law: Of Chan-neling(p. 50-55). For a slightly higher development pointcost, he may also develop the open and closed Channelinglists in Of Channeling(p. 6-25) and the open and closedMentalism lists in Of Mentalism (p. 6-25). Other spell lists

    may be developed, but will cost more development points.Blood Ways: Healing bleeding wounds on the caster.

    Bone Ways: Healing bone damage on the caster.

    Cleansing: Purifying diseases and poisons on the caster (alsoincludes a spell to transfer wounds from a target to caster).

    Muscle Ways: Healing a variety of types of muscle damage(including damaged tendons) on the caster.

    Organ Ways: Healing organ and nerve damage on the caster.

    Surface Ways: Healing minor damage of a variety of types onthe caster.

    PROFESSION BONUSESAwareness Group ................. +5 Power Manipulation ............+5Body Development ............+10 Power Point Dev. ................. +5

    Lore Magical ..................... +5 Self Control ......................... +10Power Awareness .................. +5 Spell Group ........................... +5

    SKILLSAND SKILL CATEGORIESArmor Heavy ............. 7/7/7 Outdoor Animal ................ 3Armor Light............... 4/4/4 Outdoor Environment. ..... 3Armor Medium......... 6/6/6 Power Awareness ................ 2/6Artistic Active ................ 2/5 Power Manipulation ........4/10Artistic Passive ............... 2/5 Power Point Develop. ............ 6Athletic Brawn ................... 6 Science Basic .................. 1/4Athletic Endurance ........... 3 Science Specialized ..... 6/14 Athletic Gymnastic ............ 3 Self Control ......................... 2/7Awareness Perception ....... 6 Special Attacks ..................... 15Awareness Searching......... 3 Special Defenses................... 25

    Awareness Senses .......... 3/7 Subterfuge Attack............ 15Body Development ............2/6 Subterfuge Stealth ............. 6Combat Maneuvers .............. 18 Subterfuge Mechanics ...... 8Communications ........... 2/2/2 Technical General.......... 3/7Crafts ..................................4/10 Technical Professional ...... 8Directed Spells........................ 3 Technical Vocational .. 5/12Influence .............................. 2/6 Urban ........................................ 3Lore General ................... 1/3 Weapon Category 1 .......... 9Lore Magical................... 2/5 Weapon Category 2 ........ 20Lore Obscure ..................3/7 Weapon Category 3 ........ 20Lore Technical................2/6 Weapon Category 4 ........ 20Martial Arts Strikes .......... 6 Weapon Category 5 ........ 20Martial Arts Sweeps ......... 6 Weapon Category 6 ........ 20

    Weapon Category 7 ........ 20

    The weapon categories are: 1-H Concussion, 1-H Edged,

    2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.

    Everyman Skills: Time Sense, Adrenal Stabilization,Herb Lore, Use Prepared Herbs, Foraging, andchoice of one of Surgery, Second Aid, or Midwifery

    Occupational Skills: Animal Healing, First Aid

    Restricted Skills: none

    SPELL DEVELOPMENT

    Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 6/6/6Open list (11-15) ........... 6/6/6 Closed list (11-15) .............. 8/8Open list (16-20) ................ 8/8 Closed list (16-20)......... 10/10Open list (21+) ..................... 12 Closed list (21+) ...................25

    First 5 lists developed in a given level: .................................... x1 cost6th - 10th lists developed in a given level: .............................. x2 cost11th - up lists developed in a given level: ............................... x4 cost

    For the spell lists not shown see page 118 for DP costs.

    TRAINING PACKAGESAdventurer ............................. 31 Highwayman ......................... 28 Amateur Mage ...................... 26 Hunter .................................... 36 Animal Friend ...................... 33 Knight .................................... 43 Assassin .................................. 40 Loremaster ......................... 20Berserker ................................ 42 Martial Artist ........................ 35Burglar ................................... 30 Mercenary .............................. 39City Guard ............................. 29 Merchant ............................ 20Cloistered Academic ........ 24 Performer............................... 26Con Man................................ 28 Philosopher ............................ 29Crafter .................................... 24 Sailor ...................................... 23Crusading Academic ........... 29 Scout....................................... 31Cut Purse............................... 34 Shaman Priest ...................... 29Detective ................................ 30 Soldier .................................... 30Diplomat ................................ 26 Spy .......................................... 35Doctor .................................... 23 Traveller ................................. 20Explorer ................................. 30 Wanderer................................ 30Guardian ................................ 35 Weapon Master .................... 84Herbalist................................. 23 Zealot ...................................... 26

    : Typical : Not normally allowed

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    CHARACTER

    LAW

    19

    BH

    Professions

    2.3ILLUSIONIST

    Illusionists are pure spell users who have concentratedin spells of misdirection and illusion. Their base spellsdeal mainly with the manipulation of elements that affectthe human senses. Illusionists have adventages in specificskills (senses, Stalking, Hiding, etc.) over other spell users.

    Myrth chuckled to himself as he stormed down the street of

    the village. Women and children ran from his path and themen were running for weapons. By the time the villagers were

    organized, he would have all of the gold from the tax manscoffers. The monster that ate the gold will live in their

    nightmares.

    Prime Stats: Empathy and Reasoning

    ILLUSIONIST SPELL LISTS

    The Illusionist has six base lists. The full descriptionsof all the spells on these lists can be found in Spell Law: OfEssence (p. 26-31). For a slightly higher development pointcost, he may also develop open and closed Essence spelllists. Full descriptions of these lists can be found in SpellLaw: Of Essence (p. 6-25). Other spell lists may be devel-oped, but will cost a more development points.

    Feel-Taste-Smell: Creating real (albeit temporary)manifestations of feelings, tastes, or smells.

    Guises:Altering appearances.

    Illusion Mastery: Combining spells from other Illusionist lists.

    Light Molding: Creating real (albeit temporary)manifestations of light (i.e., visual effects).

    Mind Sense Molding: Creating impresions or auras thatare false or misleading (to magical types of detections).

    Sound Molding: Creating real (albeit temporary)manifestations of sounds (i.e., audio effects).

    PROFESSION BONUSESAwareness Group ................. +5 Power Manipulation .......... +10Directed Spells...................... +5 Power Point Dev. ................. +5Lore Magical ...................+10 Spell Group ........................... +5Power Awareness ................+10

    SKILLSAND SKILL CATEGORIESArmor Heavy .................... 11 Outdoor Animal ................ 3Armor Light........................ 9 Outdoor Environment. ..... 3Armor Medium................ 10 Power Awareness ................ 1/4

    Artistic Active ................ 1/5 Power Manipulation ........4/10Artistic Passive ............... 2/5 Power Point Develop. ............ 4Athletic Brawn ................... 7 Science Basic .................. 1/4Athletic Endurance ........... 3 Science Specialized ..... 6/14Athletic Gymnastic............ 3 Self Control ............................. 6Awareness Perception ....... 4 Special Attacks ..................... 15Awareness Searching......... 3 Special Defenses................... 40Awareness Senses .......... 2/6 Subterfuge Attack .............. 9Body Development .............. 15 Subterfuge Stealth ............. 3Combat Maneuvers.............. 18 Subterfuge Mechanics ...... 8Communications ........... 1/1/1 Technical General.......... 3/7Crafts .................................. 4/10 Technical Professional ...... 8Directed Spells.................... 2/6 Technical Vocational .. 5/12Influence .............................. 2/5 Urban ........................................ 3Lore General ................... 1/3 Weapon Category 1 .......... 9

    Lore Magical................... 1/4 Weapon Category 2 ........ 20Lore Obscure ..................3/7 Weapon Category 3 ........ 20Lore Technical................ 2/6 Weapon Category 4 ........ 20Martial Arts Strikes .......... 9 Weapon Category 5 ........ 20Martial Arts Sweeps ......... 9 Weapon Category 6 ........ 20

    Weapon Category 7 ........ 20

    The weapon categories are: 1-H Concussion, 1-H Edged,2-Handed, Missile, Missi