Académique Documents
Professionnel Documents
Culture Documents
War of Purification
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
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.
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.
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.
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
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