Vous êtes sur la page 1sur 11

Written by: Dan O'Donnell

Editing and Layout: Coleen O'Donnell

2014 Dan O'Donnell. All rights reserved.


This book or the material herein may not be reproduced in anyway without the express written permission from its author. This is a work of fiction.
Names, Characters, places and things contained in this book are
the works and imagination of its author. Any resemblance of people, places and things, living or dead, is entirely coincidental.

Tale of the Gods

Faces, young and old watched the ancient storyteller


sit down in front of the fire. He paused to take in all
who waited for the story of creation. When the air was
heavy with anticipation, he began with a voice that
came from the core of his being. It reverberated in the
hearts of those who listened.
"The god, Unathi, created the Mythinian, the first
of all races. He cherished them, and in his joyfulness,
gave them unlimited power and domain over magic.
As the Mythinians grew in knowledge so did their
greed, arrogance and lust for power. The leaders of
the Mythinian people wanted more than a simple
existence worshiping deities who did not answer their
call. They devised a plan to overthrow the gods. In
their insolence, they believed they could succeed. A
great war ensued before the gods crushed the
Mythinians' rebellion. Uthani stripped them of all
magic and left the race to their own oblivion. Many
centuries past as the Mythinians struggled against the
threat of extinction due to disease, age and other
mortal aliments.
"When the Mythinians were nothing more than a
wisp of a memory, Unathi decided to create new races
and species. They would populate the earth without
magic at their fingertips like their predecessors. His
pantheon of gods was weakening and only faithful
worshipers could provide the power for their
existence. Unathi's brother, Nebreius, wanted
followers of his own vision; creatures without free
will. He hated that Unathi alone controlled the power
distributed amongst the gods. Nebreius had no ability
to create life. He could, however, corrupt it.
"He subtly influenced one being at a time
through vile acts of hate, murder and destruction.
The new races were easy prey when tempted with the
chance to become more powerful. They were, after
all, created by the one god who was the essence of
power. Through the use of magic, Nebreius converted
his followers into a twisted version of Unathi's vision.
Many were so far removed from their original race
that they became a new race entirely. The Haite.
Unathi was aware of Nebreius' actions but was not
angry. He knew his brother would never surpass him
in power. Instead, he turned it into a game. The
earthly conflict between Unathi's races and the Haite
became a great source of entertainment.

The brothers' game did not go unnoticed by


their sister, Shara. She watched as they challenged
one another time and time again. She was disgusted
by the waste of creations at first. Civilizations rose and
fell. Men, woman and children died as pawns in
pointless wars. The longer she looked on the more
she became empathetic to their suffering. It was the
mortals who struggled in her brothers' games. Then it
happened, she felt the loss of life. The sensation
continued until she could bear it no more and a
single tear rolled down from her heavenly face.
"To mortal eyes, her tear came down from the
heavens like a falling star. It struck with such force
that the world shook. Magic scattered throughout the
lands like an unstoppable flood. For the first time in
eons, man and beast held the power to defend
themselves against the Haite. Unathi was furious. He
unleashed volcanoes, earthquakes, floods and storms.
He rained fire upon the earth as his final judgment.
Shara pleaded with her brother to forgive her and
give the people a chance. Unathi relented and
honored Shara's wish.
"Nebreius laughed at Unathi. His races were
obviously loosing if they needed magic to survive the
Haite. He suggested Unathi concede and wipe the
slate clean once more. In her wisdom, Shara
proposed that the introduction of magic could be
another twist to the brothers' game. They agreed to
continue with each vowing to prove who was the
rightful king of the gods.
"Unathi put a limitation on the mortals' magic.
Worship to him could not be done through magic.
Any who called upon him would do it through their
virtue and sacrifice. For Nebreius' followers, they
would do it through their taint and corruption.
However, if the followers of magic called upon power
from Shara, it would be through her tears and the
magic she granted.
"Shara became the goddess of magic, balance
and compassion. Unathi remained the creator and
judge of all things with Nebreius, as always, the
destroyer and father of death."
The storyteller cleared his throat, startling some
back into the present, "This tale has been passed on
through the generations just as I passed it on to you
today. Should the gods bless you with a long life, you
will pass it on to your children. After all, we are just
men and nothing more."

Religion and Magic Today


Magical and religious sects may follow a particular
god. However, the interpretation of those beliefs has
changed drastically. The initial foundation of worship
has been twisted or diluted so much that religious
and magical orders have opened to many beliefs. This
in turn has created many magical and religious orders
throughout the world. The gods no longer visit the
earthly realm like they once did. Some races have
become so far removed from the gods and their
beliefs. More and more have become atheist. These
people devote their energies towards science and
academics believing that the gods never really existed.
Atheists are generally veered away from and
considered sacrilegious. For the most part, they are
left to their own devices.

War of Purification

In the time following the reintroduction of


magic, the gods would visit in mortal form. They
guided their devout followers in the formation of
their organizations. Unathi's worshipers established
religion with an order of faithful to spread his word.
They built temples, churches and established holy
sites. They believe that magic should be banned and
its artifacts destroyed. Some religious orders are
hypocritical in the fact that they use magical items for
their end goal. However, not all religious orders want
to destroy magic but would rather convert followers
in a peaceful way.
Shara's followers, like the goddess herself,
sought only to exist in peace. Those who revere her
pursue the study of magic and the protection of her
tear stones. They preserve and protect magical
locations for worship; sometimes even erecting sacred
temples and other places of worship. Many magical
organizations have conflicting beliefs. Some feel that
magic and religion can coexists while others feel
religion is a disease that needs to be purged.
Nebreius corrupts these organizations and alters
their beliefs. He would convert his brother and sister's
followers into the Haite. All they own, worship and
revere is lost to the darkness.
Each organization fervently believes their way of
life alone is correct. However, all power, be it in the
form of virtue or magic, is derived from the gods. It is
only manifested based upon their choice of worship.

The irony is lost to all of them.


The War of Purification is an ongoing mortal
conflict among magic, religion and Haite. It is a war
where one belief system tries to overrule or destroy
the other. Mortal religion persecutes magic.
Corruption effects all who fall away from their path
while the gods sit back, watching, not interfering. In
the end, either magic, religion or Haite will destroy
the others.

Shara's Tears Revisited


Shara's Tears, also known as tear stones, are magical
crystal fragments spread throughout the world. Every
stone is unique and offers varied magical properties.
Some of these magical properties effect whole regions
while others effect a single owner or local.
Tenebris, land of the Night Elves, is a location
where a tear stone has locked the region in a magical
night. Also known as the Tenebris Stone, its influence
helped to cultivate unusual flora and fauna. Giant
fungi grow throughout the area. The denizens
adapted to suit the permanent night. Many illuminate
the land by producing their own light though most
are able to see in the dark.
The Geboria Stone is one of the more
destructive of Shara's Tears. This tear stone actually
dried up the region of all life and left a blazing desert
locked in perpetual day. The Geboria Stone has often
been called the sister stone to the Tenebris Stone.
However, the Geboria Stone has never been found
and considered lost to the sands of time.
In the early centuries, an explorer by the name
of Hanus Copperkettle was said to have found a tear
stone that created the great glacier. This region,
completely covered under miles of ice, has never
been confirmed to actually have a tear stone. Many
suspect one exists. Copperkettle did not returned nor
were his remains found. One fact remains; the great
glacier grows each year destroying all in its path. On
the furthest edges where the ice breaks, ancient and
long forgotten creatures are occasionally released
from their icy prison to roam the earth.
Should one acquire a tear stone, they take a
gamble with what could happen once used. The
larger stones described are less common and almost
guarantee a war will ensue for ownership. Only the
most powerful of nations actually ever retain them.

Tear Stone Appearance

Lesser Tear Stones

Tear stones vary in size and color based on their


power. They range from particles of dust that float in
the air to large stones that are not easily transported.
Tear stones are classified based on power and size:
lesser, minor, major and greater. They all have varying
sizes and mana. Mana is simply the amount of magic
that a tear stone may contain. This can be represented
as actual mana points that can be used by a magic
user or represented by a spell contained within it.
The spells that a tear stone contain are too many to
be listed here. However, as a general rule, the tear
stone cannot contain a spell with a mana cost greater
than the mana points it contains.

Some of the more common tear stones players may


find are listed in this section. They are not as
powerful but are sought after none the less due their
origin. Many tear stones exists in the world and by no
means are these end or be all of the abilities they can
offer. Some have been passed on through the same
family over generations. Religious orders have also
been known to use tear stones for their own means
but many simply destroy them upon sight. Their
colors range from black to yellow green.
Tear Stone of Strength: grants its owner a
+1 to the Physique Attribute.
Tear Stone of Agility: grants its owner a +1
to the Coordination Attribute.
Tear Stone of Acumen: grants its owner a
+1 to the Observation attribute.
Tear Stone of Intellect: grants its owner a
+1 to the Logic attribute.
Tear Stone of Wisdom: grants its owner a
+1 to the Mystique Attribute.
Tear Stone of the Magi: grants its owner
+15 mana and recharges every 24 hours.

Magic of Tear Stones

The following material only encompasses minor and


lesser tear stones, not the larger ones that effect
regions. The few descriptions by all means are not the
end all or be all of the power of the tear stone.
Gamemasters can create their own version of a tear
stone with a little imagination and ingenuity. It is
highly recommended that gamemasters never allow
major or greater tear stones to be acquired by player
characters without
major repercussion. As
TEAR STONES
a general rule, Major
Color
Size Est. Weight Category Mana TN
Tear Stones contain 30
1
Black
1cm
50 grams
Lesser
5
to 50 mana points or
2
White
2cm
100 grams Lesser
10
the number of spells
3
Light Green
1 inch 200 grams Lesser
15
equal to the same
4
Yellow green 2 inches 400 grams Lesser
20
amount of mana. While
5
Green
3 inches
1 lbs.
Minor
25
Greater Tear Stones
6
Blue Green 4 inches
2 lbs.
Minor
30
contain 85 to 95 mana
7
Light Blue
5 inches
3 lbs.
Minor
35
points or the equivalent
8
Blue
6 inches
4 lbs.
Minor
40
in spells. Nations will
9
Blue Violet 7 inches
5 lbs.
Minor
45
stop at nothing to
Light Violet 8 inches
10
6 lbs.
Minor
50
obtain it if they know
Violet
11
9 inches
7 lbs.
Major
55
one exists.
Red Violet 10 inches
12
8 lbs.
Major
60
Light Red 11 inches
Red
1 foot
Red Orange
2 foot
Light Orange
3 foot
Orange
4 foot
Yellow Orange 5 foot
Golden Hue
6 foot

9 lbs.
10 lbs.
20 lbs.
30 lbs.
40 lbs.
50 lbs.
60 lbs.

Major
Major
Major
Major
Greater
Greater
Greater

65
70
75
80
85
90
95

13
14
15
16
17
18
19

Minor Tear Stones


Minor Tear Stones are more powerful but still
commonly found stones available to player characters.
They offer unique abilities to those who possess one.
These are some of the more common powers found
with many more yet to be discovered.
Tears of Elinonre: These tear stones grant
the owner a +1 to all Attributes. The owner
must be in constant possession of the it in
order to receive these bonuses. If it is ever
lost or taken away, the character will suffer a
-1 to all Attributes for 7 days or until the tear
stone is reacquired. They are green in color.
Tears of Virtue: These tear stones grant the
owner 3 virtue points every 24 hours. The
owner cannot have taint when using this
stone's ability. However, if a taint point is
ever used while in possession of the Tear of
Virtue, the character will automatically suffer
3D12 damage with no resistance roll. This
damage is unavoidable. This crystal is blue
green in color.
Tears of Magi'kana: One of the most sought
after stones is the Tear of Magi'kana which
amplifies its owner's mana. The possessor of
one of these stones receive +25 to their
mana which recharges every 24 hours once
used. They are valuable due to the fact it has
no side effects. The stones are green in color.
Tears of Absolution: These stones are very
unique in the fact they absorb taint. If the
owner has already accrued taint, it will
automatically absorb one taint point per 24
hours until no taint remains. However, the
owner can twist the true purpose of this
stone and use taint points or commit acts of
evil only to absorb them later. All rules
regarding taint still apply if too much taint is
obtained. This stone is blue green in color.
Tears of Buracas: Buracas was a powerful
man of faith who used this stone to locate
other tear stones and destroy them. He was a
champion of Unathi and destroyer of magic
users. This stone would give its owner visions
and locations of other stones. Buracas killed
hundreds until the day several magic guilds
joined together to defeat him. The location of

this stone is unknown but is suspected it was


destroyed or buried with his remains. This
stone is light violet in color.

Pooling of Tears
Iadic had no limits. He combined one stone
after another t' il his power became that of
madness. He craved more than any mage should
want; slayed and destroyed the innocent
without prejudice.; took all and gave nothing.
Let this be a warning to you, child. Unathi
wants no man to have such power. If you seek
it, he will burn these desires out of you and all
around will perish in blue flame.
-From the book of Calaban Tales
There are individuals who seek the ultimate power.
They believe that anyone who can combine Shara's
Tears will gain the power of the gods. Many have tried
and many have failed. Those that have succeeded at
combining just a few stones have fallen at the hands
of other power hungry individuals.
Iadic was the creator of the Amalgamate spell.
How he devised such an ability is unknown though
his arrogance showed no signs of discretion. He was
successful time and again until finally his tear stone
was filled with so much power that it burned him to
death. His power and ability had not gone unnoticed
from the rich and politically powerful. Once he had
fallen, it wasnt long before his copies of his tomes
were spread throughout the realms for any to tempt
fate.
An individual may increase the power of a tear
stone through the use of multiple tear stones. This is
done by merging two crystals together while using
the spell, Amalgamate. The power exchange between
two crystals is very dangerous. The spell is cast to
stabilize the convergence of magical energy. If the
spell is not used or fails, the two crystals resonate
with such power that they will explode with a force
that shatters them into tiny particles of magical dust.
Anyone in the vicinity will sustain a mana burst of
magical energy which will burn them to death.

Expertise
Purifier
The Purifier is an ordained follower of the Arbiter. He
sets out to cleanse the world of magic and the Haite.
Based on their particular order's belief, this may be
accomplished peacefully while others do it with
spiteful fervor. Once a Purifier is given a mission they
are forbidden to fail. As devoted followers, they will
work tirelessly to complete the task laid before them.
Cost: 10 experience points
Requirements: Must have Zealot
Virtue/Taint Requirements: 1
Benefits:
Sense the Unclean - The Purifier can sense
magic (as the spell) x3 per day.
Purify the Vile - by spending 1 virtue point,
the Purifier is able to stop the transformation
of a person bitten by the Haite. This ability
can not be used on one already converted.

Arbiter
They are both judge and jury of those who use magic
as well as those converted by the Haite. The Arbiter is
the most feared in the religious order. He can not
only decide if an individual is guilty but carry out a
punishment without anyone questioning their
judgment. An Arbiter is the highest of his order. He
can task Purifiers in his order to complete the most
minute task as well as put out a bounty on the most
powerful magical user to be brought to justice.
Cost: 15 experience points
Requirements: Must have Purifier
Virtue/Taint Requirements: 1
Benefits:
Bless with Presence - All allies within 10 feet
of the Purifier receive +2 Magic Resistance
Sanctify - For 1 virtue point, an Arbiter can
bless a temple, church or building with a
permanent Dampen Magic ability. Should a
magic user wish to cast a spell within the
building, he must make a Mental resistance
roll TN 5 +the Arbiter's Magical resistance.

Crystal Mage
Crystal Mages are the masters of tear stones. They
study all things related to Shara's Tears; from the very
beginning of their creation to the long term effects
they cause across the land. Crystal Mages are not only
feared but respected. They are a rare breed of magic
user knowing how to combine and alter tear stones.
They also know how alter the stones appearance to
disguise them or even use their great power to
accomplish a certain task. Because of their unique
skill, they are usually killed on sight by religious
orders. Crystal Mages prefer work alone due to the
danger in Pooling Tears. However, some have formed
guilds to better protect themselves and their secrets.
Cost: 15 experience points
Requirements: Must have Arcanist
Virtue/Taint Requirements: None
Benefits:
Favored Spell - A Crystal Mage may choose
one spell from the Crystal Mage spell list that
has its TN reduced by 1.
Lesser Stone - The Crystal Mage may choose
one of the following: Tear Stone of Strength,
Tear Stone of Agility, Tear Stone of Acumen,
Tear Stone of Intellect, Tear Stone of Wisdom,
Tear Stone of the Magi

Warcaster
Warcasters are magic users built for war. They are the
most combative magic users of all; fearsome on the
battlefield. The Warcaster is the first dispatched
among the ranks. Whole armies can be decimated by
a Warcaster's power. Kings and generals often seek
out Warcasters to join their ranks thus ensuring
victory. Tales are told of kingdoms that have fallen at
the feet of a Warcaster.
Cost: 10 experience points
Requirements: Must have Arcanist
Virtue/Taint Requirements: None
Benefits:
Favored Weapon - Warcasters may choose 1
weapon from the equipment list. This
weapon offers +2 bonus to attacks through
deadlier construction.
Favored Spell - Warcasters may choose one
spell from the Warcaster spell list that has its
TN reduced by 1.

Crystal Mage Spell List


Amalgamate
Realm: Nature
Spell Type: Alteration
Components: Material (at least 2 tear stones)
Duration: Permanent
Range: Touch
Casting Time: 1 Round
Casting TN: 11 + Crystal TNs
Mana: 1
Magic Resistance: Special
Research Time (Hrs): 45
Description: Caster is able to join two or more tear
stones together to increase their power. The crystals
can be combined but this increases the casting TN of
the spell. This spell is used only by the bravest of
mages as failure will most certainly cause death. The
spells must be in physical contact as the spell is cast.
If the Crystal Mage has created tear stones from the
Create Lesser Stone spell, he can join them.
Unsuccessful attempts at combining tear stones
have dire consequences. Anyone within 25 feet is
required to make a Magic Resistance roll of TN 20. If
the resistance roll is failed, any within the area receive
burn damage equal to 1D12 plus the total mana of
the crystals. All non-magical equipment is
automatically incinerated.
Should Amalgamate be cast successfully, the new
stone will contain the combined mana of the original
stones. If the tear stones already had spell like
abilities, the new one will contain all of the spells.
Example 1: Olin wants to attempt to combine a
light green and a blue violet crystal together (light
green TN 3 and blue violet TN 9)He adds the casting
TN of 11 + 9 + 3. His total to successfully combine
the two crystals is a TN 23.When he successfully
combines the two crystals, they will form a Red
Violet crystal worth 60 Mana.

Shape Tear Stone


Realm: Nature
Spell Type: Alteration
Components: Ritual
Duration: Permanent
Range: Touch
Casting Time: Instant
Casting TN: 12
Mana: 2
Magic Resistance: None
Research Time (Hrs): 46
Description: This spell allows a Crystal Mage to
shape a tear stone into any form he wishes as log as it
has the same mass and weight. He can also change its
appearance to that of another item such as a gold ring
or a silver necklace. This spell can also be used on
tear stones that have already been altered to turn
them back into their original form. This is not an
illusion. The purpose of this spell is to disguise tear
stones from those who wish to acquire them.

Weapon of Tears
Realm: Elemental
Spell Type: Summoning
Components: Verbal
Duration: 1 Hour
Range: Touch
Casting Time: Instant
Damage: Varies on weapon summoned
Casting TN: 13
Mana: 4
Magic Resistance: None
Research Time (Hrs): 42
Description: The spell user is able to use any tear
stone's innate power to summon forth a weapon of
their choice. This weapon is made of pure mana
energy and takes on the color of the stone. Missile
weapons can be manifested from the stone but any
ammunition generated, such as arrows, is manifested
from the spell user's mana. For 1 mana point, the
spell user is able to summon 10 projectiles which are
formed on string or trigger pull. This counts as a
standard action as if reloading physical ammunition.
The tear stone must be in the caster's hand to remain
active as a weapon. The ammunition has the same
duration as the manifested weapon.

Absorb the Tear

Create Lesser Stone

Realm: Body
Spell Type: Alteration
Components: Material
Duration: 30 minutes
Range: Self
Casting Time: Instant
Casting TN: 10
Mana: 4
Magic Resistance: None
Research Time (Hrs): 34
Description: Absorb the Tear allows the spell caster
to physically absorb a tear stone into his body for a
limited time should it need to be hidden. The caster's
eyes take on the color of the stone absorbed. This in
turn grants them some additional abilities. They gain
Dark Vision up to 50 feet, Quick Healer as the trait
(+2 to all healing attempts) and an additional +1 to
Defense rolls due to a natural magical protection.
There are some side effects if the stone remains
in the body after the 30 minutes. A magical sickness
overcomes the caster. All casting TN difficulties
increase by +3. The crystal begins to feed on the
spell caster's mana. It is lost at a rate of 1 point for
every round. Once the player's mana has been
exhausted, the tear stone will emerge from the
caster's body; simply dropping to the ground. The
tear can be removed at-will at any time.

Realm: Nature
Spell Type: Alteration
Components: Material
Duration: Permanent
Range: Touch
Casting Time: 1 hour (Then needs 24 hours to
manifest)
Casting TN: 10
Mana: 3
Magic Resistance: None
Research Time (Hrs): 33
Description: Magic is in the air. Essentially it's the
dust and particles from crystal's shattered long ago.
You breathe it, drink it and eat it. The Crystal Mage is
able to collect these particles in minute amounts
eventually forming a new crystal. Creating a new
crystal takes 24 hours. However, several aspects have
to be in place. First, the dust must be in enough
amounts that it can be collected. Such places that
contain large amounts of magic are Levi-Craters or
other magical places. Second, the Crystal Mage must
have a glass container of purified water that he has
boiled or sanitized. The spell is then cast on the
purified water while sitting in the magical location.
Third, the spell caster must spend 1 virtue point. After
24 hours the result is a crystal that is 1 centimeter in
size containing 5 mana points that can be used to cast
spells. It recharges after 24 hours.

Ensorcell
Realm: Nature
Spell Type: Enchantment
Components: Material
Duration: Permanent
Range: Touch
Casting Time: 1 minute
Casting TN: 11
Mana: 4
Magic Resistance: None
Research Time (Hrs): 40
Description: Ensorcell allows the spell caster to
imbue a crystal with a spell he has already researched
as well as attribute or resistance increases. Only tear
stones created with the Create Lesser Stone spell may
be enchanted. If the caster has used the Amagamate
spell to combine these stones into a more powerful
one, he may use the new tear stone as well.
Upon the successful casting of Ensorcell, the caster
may choose from the following options:
Spell Enchantment
The spell or spells to be imbued into the crystal must
be successfully cast. Spells can not have a mana cost
that exceeds the crystal's current mana points. It
permanently takes up the amount of mana it cost to
cast. Crystals imbued with spells do not require a
spell casting roll and are summoned upon command.
Attack spells such as Bolt of Fire are now treated as a
spell fire item.

the spell at least twice a day. The crystal will also


offer an additional mana point should Olin need it.
The New Crystal will look like this:
Olin's Stone of Fire: Bolt of Fire 2x a day, 1 mana
point. The stone recharges its abilities after 24 hours.
Attribute Increase
Ensorcell also allows the spell caster to enchant the
crystal with a +1 attribute increase. After casting
Ensorcell on the crystal, the caster simply spends a 1
virtue point and chooses 1 ability that it enhances.
The crystal must always be in its owner's possession
in order to receive the bonus. The crystal no longer
stores mana.
Resistance Increase
The caster may also make the crystal capable of
modifying resistances. The caster must trade out 1 of
the crystal's mana points for a +1 resistance modifier
up to a maximum of +5. The type of resistance is up
to the spell caster.
Example 3: Olin embeds his crystal with a +1
Physical resistance and a +1 Magical resistance.
That leaves the crystal with 3 mana left over.
Olin's Stone of Resistance: +1 Physical Resistance,
+1 Magical Resistance, 3 mana point. The stone
recharges its 3 mana after 24 hours. The resistances
are permanent as long as he is in possession of it.

Example: Olin wants to embed his crystal with the


Darkness spell. The crystal contains 5 mana. Create
Darkness cost 2 mana. After he has cast Ensorcell on
the crystal, he casts Darkness on it. The crystal now
has the innate ability to cast darkness as the spell at
least twice a day. The crystal will also offer an
additional mana point should Olin need it. The New
Crystal will look like this:
Olin's Stone of Darkness: Darkness 2x a day, 1
mana point. The stone recharges its abilities after 24
hours.
Example 2: Olin wants to embed his crystal with the
Bolt of Fire spell. The crystal contains 5 mana. Bolt
of Fire cost 2 mana. After he has cast Ensorcell on
the crystal, he casts Bolt of Fire spell. The crystal
now has the innate ability to cast Bolt of Fire spell as

Warcaster Spell List


Ranks of Courage
Realm: Mind
Spell Type: Enchantment
Components: Somatic & Verbal
Duration: 10 minutes
Area: 1000 foot radius
Casting Time: Instant
Casting TN: 15
Mana: 2
Magic Resistance: None
Research Time (Hrs): 53
Description: The caster is able to inspire all those
around him. Whether this is through a motivational
speech or just mere presence of the caster. All with
1000ft of the caster receive a +1 to all resistance rolls
and an additional +1 to all attack and defense rolls.

Reign of Fire
Realm: Elemental
Spell Type: Summoning
Components: Ritual
Duration: 1 Turn
Range: 1000 feet
Area: 100 feet
Casting Time: 1 round
Damage: 2
Casting TN: 15
Mana: 4
Magic Resistance: 16 + Spell Skill
Research Time (Hrs): 62
Description: While drawing runes in the ground with
a small wooden branch and chanting, the magic user
is able to cause chaos. Reign of Fire allows the caster
to summon forth a storm which literally rains fire.
This spell is mainly used on open battlefields and
requires open skies. In other words, the caster can
not be indoors when this spell is cast. The fire is
uncontrollable and will effect allies as well as enemies
on the battlefield if in range. The primary purpose of
this spell is to cause confusion and damage to
enemies. The storm can be moved by prevailing
winds as long as the spell is active. All within the area
of effect must make Reaction Resistance rolls each
round the spell is active or be struck by tiny rain
drops of flame.

10

Spirits of War
Realm: Soul
Spell Type: Summoning
Components: Somatic & Verbal
Duration: 30 minutes
Area: 1500 foot radius
Casting Time: 1 round
Casting TN: 15
Mana: 2
Magic Resistance: None
Research Time (Hrs): 55
Description: The fallen soldiers of past wars are
summoned to watch over the living. Though these
spirits can not be seen by non-magic users, they grant
ethereal protection. They provide 1 virtue point to all
those under the area of effect. The player does not get
to determine the use of the virtue point. Through
spirit, the caster will use the virtue point in the
player's time of need. Once the virtue point is used,
the spirit can no longer protect the individual.

Fog of War
Realm: Elemental
Spell Type: Summoning
Components: Somatic & Verbal
Duration: 1 hour
Range: 1 mile
Area: 1000 foot radius
Casting Time: 5 minutes
Casting TN: 21
Mana: 3
Magic Resistance: None
Research Time (Hrs): 79
Description: Fog of War is a spell that is used to
confuse a enemy on the battlefield. This spell
summons a dense fog that gives all allies automatic
initiative for the duration of the spell. All within the
Fog of War have a -5 to Perception rolls affecting sight
and sound. Vision is limited to 10 feet. Refer to
Chapter 1, Weather and Special Conditions.

The Haite

Unathi created all beasts and men with good


intentions. Nebreius corrupted them for a foul
game. Twisted and turning they haunted the
civilized peoples converting all those they wound
and killing all those who resist. Your mother
eventually joined their ranks during the great
raid. I didn't have the heart to burn her body
and now fear she will do unto others has was
done to her. But if the chance was offered
again I would steel my heart and light the
torch to destroy what she has become.
-A father to his child
Nebreius alone knows the identity of the first Haite.
These beasts plague the lands by the thousands. It is
said that only a Purifier can cleanse one infected in
the early stages. However, it is usually too late for
most. Nebreius twisted both man and beast into these
vile creatures to fuel the war with his brother, Unathi.
The Haite are distorted and deformed versions
of their former selves. In the morbid transformation,
their internal organs whither away and their eyes turn
to a milky white. Their blackened skin stretches over a
skeletal structure that is deformed and hunched while
arms and legs lengthen. Their teeth are elongated to
razor sharp points. A black tar pours from their once
recognizable mouth that causes infection to those
they bite. Their claws can cause excruciating pain.
Victims only have roughly a day before they change or
in some cases die from the transformation.

their form. They can move at a rate of 10 feet


per round while in their liquid state. Haite
are known to take this form when attacking
those that sleep. They enter their victim's
bodies through the mouth, nose or ears.
They receive a +2 to stalking attempts when
doing so. Victims entered in this way must
make a Physical Resistance TN of 12. If they
succeed, they are awakened to the violation.
The Haite cannot use claw attacks in this
form and receive -2 to defense due to being
much slower.
Haite Weaknesses
Haite dislike virtuous creatures. For every
virtue point the character has saved, an
additional point of damage is given on a
successful attack. This includes any spells that
cause damage. The opposite holds true for
anyone with taint. The attacker's damage is
reduced for each point of taint they have.
Example: Olif has 3 virtue points. He has a
melee skill of 4 and broad sword with a 4 to
damage. With a roll of 6 on the dice, he has
a total of 17 (3+4+4+6) to his attack.

Haite Abilities
Vile Infection: Haite are able to infect anyone
they bite. Those bitten will go through a
painful transformation and will become Haite
themselves in 24 hours. Resisting the effect is
not much better. To resist the effects victims
must make a physical resistance roll of TN 18.
If they succeed they will die. If they don't
they will become Haite. Only Purifiers and
Arbiters can save the victim.
Vile Transformation: Haite can turn their
already deformed bodies into a dark tar
liquid at will. It takes 1 full round to change

11

Vous aimerez peut-être aussi