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Swords and Spells 3.5 The Rules & Game: Combat System There 5 targets for damage in Swords and Spells which include: the torso/back, both arms, and both legs. Invalid targets for weapon strikes include the head, neck, groin, and hands (These are valid for packets). If one of these 5 locations becomes damaged then it is unusable until the player is healed. If 1 torso or 3 limbs become damaged then the player dies and must be healed. However there are ways of dying that are instantaneous such as the Death Spell and Death Strike abilities. Instant death effects can also come from environmental effects such as traps and pit falls. These instant death effects can be healed just the same as normal damage, with a Full Heal or a Healing Wind.

Death vs. Permanent Death If a player takes a Death effect or dies from injury to limbs/torso that player is now considered “Dead” for the next 5 min. Anytime during this 5 min the player can be healed to full health by all forms of healing including magic and potion based recovery. However, after this 5 min period has elapsed the player is now considered “Permanently Dead.” In this state a player can only be healed by the spell Revive or by a specific plot effect. In addition, just as there are Death effects such as Death Spell and Death Strike, there are also Permanent Death effects such as Slay and Void Lightning.

Items & Item tags In Swords and Spells players will often come across items that grant advantages to them that Magic and Combat Abilities cannot grant. Items may exist in the form of anything from magical weapons to potions and scrolls. All items that grant in-game effects or abilities will include a tag that has the details of the items effect. These tags are issued by plot and are normally written on small index cards. Some items will have physical representations or props that go along with the tag. In order to use the item the player MUST have the tag for the item. If the player loses the tag either in-game or out of game the item is also lost.

The Setting & Plot Swords and Spells is different from other Larps in that it does not have any one concrete setting or time. The environment of the game is based around the idea of time travel to different periods and age in history. The world and history that are encountered in this game may be very different then the “recorded” history that we all claim to know. There are many different time periods other than the Present which players may visit in the game. These time


periods in Chronological order include: The Age of Holy War, The Prehistoric Ages, The Age of Shadow, The Age of Alchemy, The Middle Ages, The Present, The Space Age, The Apocalypse, and The End of Time. Each of these time periods has a different overall storyline and plot to them which may be learned from visiting them. Having different time period gives players almost unlimited range to the type of character and background that they wish to create. The “home base” time period is the Middle Ages and players should have written in their character history how they ended up in the Middle Ages if they are from a different time period.

The Class Evolution System The leveling/experience system is also different from many other LARPs. In this game instead of gaining XP a player progresses through 3 different class levels, starting at the 1st level classes and expanding outward from there. When a player upgrades their class to the next level the player keeps all the previous skills that they had, in addition to the new skills that they gain from the level up. There are 2 different ways in which players progress through the ranks of their class evolution. To achieve 2nd level classes the player needs to find an in-game trainer to go through Training for the new class and skills. A trainer is someone who has already progressed through that class and has attained the 3rd level class above it. This trainer can be either a PC or a NPC that is supplied by Plot at the request of a player. Which you wish to be trained by another PC or by a NPC you must first talk to Plot so they can track your character’s progress. To achieve 3rd level classes is a little more difficult and requires the player to complete a Quest for the new class. These Quests are far more dangerous than Training and it is possible for the player to fail at completing the Quest. Also these Quests differ from Training in that they may only be issued by Plot and Plot has the final say in whether the player gains the new class or not. In order to start a Quest the player has first talk to Plot, who will then arrange the Quest for the player in-game.

Pure Evolution vs. Hybrid Evolution The class evolutions themselves are divided into 2 groups: Pure Class Evolutions and Hybrid Class Evolutions. Pure Class Evolutions are a direct extension of the player’s original starting class and have essentially the same roles in combat. For example, if a player starts as an Elemental Caster of Fire and chooses Pure Class Evolution then they will upgrade into an Elemental Bender of Fire and get more elemental magic. If a player starts as an Elemental Caster of Fire and chooses Hybrid Class Evolution then they can choose to upgrade into either a Savant or an Element Fencer. Which one they evolve into will be up to the training they do to level up. When leveling up into a Hybrid class the player will either gain new abilities such as Create Potion in the case of an Herbal Sage or they will gain the abilities of both the classes that add together to make the Hybrid such as having 1st Level Shadow Magic, 10 Mana and 3 Stealth Modes in the case of a Shadow Walker (This is called a Direct Fusion).


Key (Player may choose from the listed abilities at the time of use) Direct Fusion means that the 2nd level class has the abilities of both the 1st level classes that make it up.

Pure Class Evolution 1st Level---------------2nd Level----------------3rd Level Tank-------------------Warrior------------------Berserker Defender--------------Protector-----------------Guardian Fencer-----------------Myrmidon---------------Blade Master

Life Caster------------Healer--------------------Arcane Holy Mage Elemental Caster----Elemental Bender-------Elemental Avatar Shadow Caster-------Archon-------------------Arcane Void Mage

Ninja-------------------Shinobi------------------Kage Assassin---------------Shade--------------------Death Blade Ranger-----------------Wanderer---------------Hunter

Druid (Fang)----------Keeper (Fang)-----------Ancient (Fang) Druid (Claw)----------Keeper (Claw)-----------Ancient (Claw) Druid (Feather)-------Keeper (Feather)---------Ancient (Feather)

Hybrid Class Evolution 1st Level---------------------------------2nd Level-----------------------3rd Level Tank+Fencer----------------------------Soldier------------------------General Tank+Defender-------------------------Knight-------------------------Dragoon Defender+Life Caster------------------Life Defender----------------Paladin Fencer+Elemental Caster--------------Elemental Fencer------------Battle Mage Life Caster+Ranger---------------------Herbal Sage------------------Alchemist Elemental Caster+Shadow Caster----Savant-------------------------Summoner Shadow Caster+Ninja-------------------Shadow Walker-------------Illusionist Assassin+Ninja---------------------------Martial Artist----------------Black Belt Assassin+Ranger-------------------------Samurai----------------------Ronin


1st Level Class Skills: Fighter Tank- Starts with: 1 Buffness, Immune to Disarm Defender- Starts with: The ability to use a Shield, 3 Knockbacks Fencer- Starts with: The ability to Dual-wield, 3 Disarms

Mage Life Caster- Starts with: 1st Level Light Magic, 10 Mana Elemental Caster- Starts with: 1st Level Elemental Magic, 10 Mana Shadow Caster- Starts with: 1st Level Shadow Magic, 10 Mana

Rogue Ninja- Starts with: 3 Stealth Modes Assassin- Starts with: 3 Death Strikes Ranger- Starts with: 3 (Ability Recharges, Mana Recharges) The Hidden (See Tranformation) Druid of the Fang- Transform stage 1 for Rogues Druid of the Claw- Transform stage 1 for Fighters Druid of the Feather- Transform stage 1 for Mages

2nd Level Class Skills: Fighter Warrior- Gain 1 Buffness, 2 Double Strikes Protector- Gain 1 Buffness, 2 Vigor Myrmidon- 2 (Parry, Death Strikes)

Mage Healer- 2nd Level Light Magic, 20 Mana Elemental Bender- 2nd Level Elemental Magic, 20 Mana Archon- 2nd Level Shadow Magic, 20 Mana


Rouge Shinobi- Gain the use of Throwing Weapons, 2 Stealth Strikes Shade-Immune to Stealth Strikes, 2 Dodges Wanderer- Gain the use of a Bow or Crossbow, 2 Aim Shots

The Hidden (See Tranformation) Keeper of the Fang- Transform stage 2 for Rogues Keeper of the Claw- Transform stage 2 for Fighters Keeper of the Feather- Transform stage 2 for Mages

Hybrid Soldier-Direct Fusion, 2 Double Strikes Knight- Direct Fusion, 2 Death Strikes Life Defender-Direct Fusion, Gain the Magical Strike Ability, 10 Mana Elemental Fencer-Direct Fusion, Gain the Magical Strike Ability, 10 Mana Savant- 1st Level Elemental and Shadow Magic, 20 Mana Shadow Walker-Direct Fusion, 10 Mana Martial Artist- Must use Hand-to-Hand batons instead of a weapon, Immune to Disarm, Gain 1 Buffness, 2 (Disarms, Dodges, Quick Strikes) Herbal Sage- 10 Create Potions *see Potion Creation Section* Samurai- Gain 1 Buffness, 2 Quick Strikes

3rd Level Class Skills Fighter Berserker- Gain 1 Buffness, 1 Berserk Mode Guardian- Gain Special Combat Ability: Guardian Block, 1 Guardian Mode Blade Master- Immune to Sleep, Pain, Silence, and Fear, 1 Slay

Mage Arcane Holy Mage- 3rd Level Light Magic, 30 Mana Elemental Avatar- 3rd Level Elemental Magic, 30 Mana Arcane Void Mage- 3rd Level Shadow Magic, 30 Mana


Rouge Kage- 1 Flash Step Death Blade- Immune to Death Strike, 1 Lethal Assault Hunter- Gain Special Combat Ability: Hunter Sight, 1 Slay

The Hidden (See Tranformation) Ancient of the Fang- Transform stage 3 for Rogues Ancient of the Claw- Transform stage 3 for Fighters Ancient of the Feather- Transform stage 3 for Mages

Hybrid General- 1 Assault Mode Dragoon-Gain Special Combat Ability: Regenerate, 1 High Jump Paladin- Gain 1 Buffness, 1 Holy Mode Battle Mage- Gain 1 Buffness, 2nd Level Elemental Magic, 20 Mana Summoner- Gain Summoning Ability, 1 Create Summon Circle *see Summoning Magic Section*, 2nd Level Elemental Magic or Shadow Magic (Player must choose one) 30 Mana Illusionist- Illusionary Magic, 20 Mana Black Belt- Gain 1 Buffness, 1 (Ki Blast, Dragon Fist, Chi Shield) Alchemist- Gain Transmutation Ability, 1 Create Transmutation Circle *see Alchemical Transmutations Section* Ronin- 1 Counter

Combat Abilities

Special Attacks Disarm- To use this ability the player strikes the weapon of an opponent and calls “Disarm.” If the attack hits a weapon then the target must drop their weapon. If the attack misses then it still uses up 1 of the players Disarms. Disarm does not work on shields. Knockback- To use this ability the player must be within arm’s reach of a target. The player


points and raises their shield toward the target and calls “Knockback 6 steps.” The target then takes 6 steps backward. Death Strike- To use this ability the player strikes a target on any location and calls “Death Strike.” The target then takes an instant death effect similar to the Death Spell. Aim Shot- To use this ability the player raises and points their bow towards a target and calls “<Target’s Name>, Aim Shot, <Location>” The target then resolves the attack as though an arrow actually hit them in at location. For example if Kyle wants to hit Cameron in the torso with this ability Kyle would call “Cameron, Aim Shot, Torso.” This ability can only be used once every 1 min. Stealth Strike- To use this ability the player must be in Stealth Mode already. The player swings at a target and calls “Stealth Strike.” The target then takes the hit like normal. However, this attack does not take the player out of Stealth Mode like a normal melee attack would. Double Strike- To use this ability the player strikes a target on a location like normal and calls “Double Strike.” The target then resolves the 1 hit as 2 separate hits to that location. For example, this ability will remove 2 Buffness or in another case 1 Buffness and 1 hit that causes damage.

Quick Strike- To use this ability the player must be within 10ft of a target. The player throws a packet and calls “Quick Strike.” This packet is resolved like a normal weapon hit for the sake of defenses. Slay- To use this ability the player strikes a target on any location and calls “Slay.” This ability is like to Death Strike but it causes instant Permanent Death. A player hit with a Slay cannot be healed without a Revive being cast on them in the next 5min. Flash Step- To use this ability the player calls “Flash Step” and immediately puts their hand on their head and goes out of game, making them immune to everything except a plot effect. The player can then take up to 10 steps in their Flash Step before coming out. If the player stands still at anytime the Flash Step ends. This ability can be used to negate the effects of an attack as well. It is similar to the Dodge ability but it works against Area of Effect Spells. If a player uses this ability to negate an attack they can still use the 10 steps of their Flash Step. Lethal Assault- To use this ability the player calls “Lethal Assault.” The next 5 swings the player makes are “Slay.” These 5 attacks must be used within 10sec of activating this ability. High Jump- To use this ability the player must have a free hand or a hand that is holding a weapon. The Player then points directly up into the air and calls “High Jump.” The player then has 10 steps to make with their hand still pointing up before they must land on the ground. During these 10 steps the player is immune to all damage. If they do not take these 10 steps within 10 sec then the player lands automatically. After landing the next attack the player swings is a “Slay.” Ki Blast- To use this ability the player throws 5 packets and calls “Ki Blast.” This is similar to all


the Blast spells but the element type is Ki. The packets for this ability may be thrown all at once or individually. This does not require an incant. Dragon Fist- To use this ability the player swings a hand-to-hand baton and calls “Dragon Fist, Fire Blast, Torso.” As long as the hit makes contact with the target’s body, weapon or shield, the target resolves the attack to the torso.

Defensive & Support Abilities Buffness- This ability is the most basic and one of most useful defenses in the game. Upon being hit with normal damage the player calls “Buffness.” This uses the extra hit point and counters the damage. Buffness is restored when the player is healed or through the Vigor ability. A player cannot choose when to use this ability; it automatically is used when the player takes damage. Buffness does not work against instant death effects or non-damaging spells. An Ability Recharge does not restore a Buffness. Vigor- This ability may be used to restore all Buffness that has been lost. The player using this ability may only target themselves and call “Vigor.” This is different from a Full Heal in that if the player has damage to a limb and then they use Vigor to restore their Buffness, that limb is still damaged and may not be used. Parry- This ability may be used when any melee attack hits the player. The player may choose to call “Parry” and negate the attack completely as though it was block with a weapon. This cannot be used on magical attacks that are delivered by packet but may be used to block magical attacks delivered by weapon. Dodge- This ability may be used when any attack hits the player. The player may choose to call “Dodge” and negate the attack completely as though it did not land on the player. This ability cannot be used to negate Area of Effect spells such as Earthquake and Nova. In addition a player cannot jump into an attack that is directed at another player and use a Dodge to negate the damage. Ability Recharge- To use this ability the player touches a target with their weapon and calls “Ability Recharge.” An Ability Recharge restores all of the targets Combat Abilities back to maximum. This cannot be use to restore another Ability Recharge or a Buffness. Mana Recharge- To use this ability the player touches a target with their weapon and calls “Mana Recharge.” A Mana Recharge restores 15 Mana to a caster. This cannot push the caster’s Mana above their maximum Mana Pool nor can it give Mana to a player who does not have a Mana Pool. Chi Shield- To use this ability the player calls “Chi Shield.” This ability grants the user 5 Protects that work the same as the 1st level Light Spell. This ability cannot be stacked with itself or any other defensive buffs. Counter- This ability may be used when any attack hits the player. The player may choose to call “Counter, <Name of Countered Hit>” and negate the attack completely as though it did not land


on the player. The next swing the player makes will be for the same effect that they were hit with. This next swing must be used within 10sec of countering the attack. This ability cannot be used to counter Area of Effect spells such as Earthquake and Nova. Also using Counter against abilities to do normal damage will simply negate the damage of the attack. This includes abilities such as Aim Shot and Quick Strike. For example, Cameron the General strikes Skylar the Ronin with a Disarm on the weapon. Skylar calls “Counter, Disarm” and then may swing “Disarm” for his next hit.

Combat Modes Stealth Mode- To use this ability the player must stand still and count out loud Stealth Mode 1, Stealth Mode 2, Stealth Mode 3. Upon completing this count the player raises a blue ribbon above their head with both hands and enters Stealth Mode where they are “invisible” to all enemies and allies and cannot be damaged by most attacks (Hunters and AOE spells will effect players in Stealth Mode). Player in Stealth Mode cannot attack without ending Stealth Mode at the same time. Stealth Mode lasts for 30 steps or 1 minute, whichever comes first. The player may choose to end Stealth Mode at any time before the 30 step limit. If the player is hit during the beginning count then the ability is stopped and must be restarted, just like a caster. All players without the Hunter Sight ability must make their utmost effort not to metagame i.e. avoiding players in Stealth Mode when you cannot see them in game. Berserk Mode- To use this ability the player must stand still and count out loud Berserk Mode 1, Berserk Mode 2, Berserk Mode 3. Upon completing this count the player enters Berserk Mode for a maximum of 1 min. In Berserk Mode the player may only swing “Death Strike” with their melee attacks. Guardian Mode- To use this ability the player must stand still and count out loud Guardian Mode 1, Guardian Mode 2, Guardian Mode 3. Upon completing this count the player enters Guardian Mode for a maximum of 1 min. In Guardian Mode the player has unlimited uses of the abilities “Knockback” and “Parry.” Assault Mode- To use this ability the player must stand still and count out loud Assault Mode 1, Assault Mode 2, Assault Mode 3. Upon completing this count the player enters Assault Mode for a maximum of 1 min. In Assault Mode the player is immune to all forms of damage for the duration. However at the end of the 1 min the player resolves a Death Strike effect to all 5 locations. They can then be healed like normal. Holy Mode- To use this ability the player must stand still and count out loud Holy Mode 1, Holy Mode 2, Holy Mode 3. Upon completing this count the player enters Holy Mode for a maximum of 1 min. In Holy Mode the player may only swing “Full Heal” their melee attacks. This acts exactly the same as the spell Full Heal.

Special Combat Abilities Immunity- This Special Combat Ability belongs to many classes and grants a player complete


immunity to specific effects, abilities and spells. For example, the Death Blade class is immune to Death Strike. This means when they are hit with a “Death Strike” effect they would call “Immune” and not take the effect of the hit. Immunity can be temporarily disabled by a Sap Strength. Guardian Block- This Special Combat Ability belongs to the Guardian class. It allows them to block both weapon attacks and magically spells/damage with their shield. For example, if a Guardian is hit with a packet for “Void Lightning, Slay” they would call “Guardian Block” and not take the effect of the spell. This ability can only be used if the attack lands on their shield. Hunter Sight- This Special Combat Ability belongs to the Hunter class. It allows them to see and damage a target that is in Stealth Mode. For example, if a Hunter sees someone in Stealth Mode they would point at the target and call “Hunter Sight.” This allows the Hunter to then damage the target. This ability does not end the target’s Stealth Mode or make them visible to other players. It only allows the Hunter to see and damage the target. Regenerate- This Special Combat Ability belongs to the Dragoon class. It allows them to Full Heal themselves after a period of 30 seconds. For example, a wounded Dragoon would begin a 30 count, “Regen 1, Regen 2, Regen 3... 30 Regenerate.” Upon completing the count the


Dragoon takes a Full Heal, the same as the 1st level light spell. The Dragoon cannot use this ability if they are Permanently Dead or under the effect of any of the following spells: Freeze, Sap Strength, Create Undead, Sleep, and Pain. If the Dragoon is interrupted by anything other than a Hold then they must restart the count from the beginning.

Magic Spells

Incantation- All casters of any kind must speak at least a 5 second incantation before casting any magic. Upon successfully completing an incant the caster throws a packet (or strikes with a hand-to-hand baton in the case of a certain spells) to represent the spell. If a casters is hit with a weapon, another spell or gets knockback the casting is stopped and must be restarted in order to cast again. If a caster starts an incant they may choose to stop the casting anytime before they throw the spell, but must restart the incant if they wish to cast the spell afterward. You cannot incant indefinitely or save spells. While you may stop an incant at any time, the moment you finish the entire incant you must throw the spell promptly or not at all. If both a caster’s arms are injured then they cannot cast.

Magical Strike- This is a special ability that allows a caster to cast spells through their weapon instead of with packets. Spells that are cast in this fashion do not require an incantation, rather the caster calls, “Magical Strike, <Spell name and effect.>” For example to cast a Fire Blast with Magical Strike you would call “Magical Strike, Fire Blast” and swing your weapon for the effect of a Fire Blast. This Fire Blast works the same as if it was cast with a packet i.e. if the strike hits a shield it affects the target on that location. In addition Magical Strikes cannot be interrupted like normal casting. Some spells cannot be cast in this fashion. These spells include: all Area of Effect spells, Fire Breath, and Chain Lightning.

Mana- Mana is the power source that all casters draw from to cast their spells. Each spell has an individual mana cost to cast it. Upon completing an incant for a spell the caster uses the mana to cast the spell and then throws the packet or touch casts the spell. The mana is used up whether the spell is successful or not. Mana can be restored through the Mana Recharge Ability, which restores 15 Mana.


Light Magic 1st Level Full Heal (1 Mana)- This spell allows the caster to bring one injured player to full health. This spell is cast through a hand baton or a packet. It heals all damage on the player and restores all Buffness. This spell may be used to deal damage to the undead. Protect (2 Mana)- This spell grants the target a temporary barrier to protect them from one damaging attack. This includes weapon based attack as well as magical attacks. Upon being hit by an attack the player may choose to call “Protect.” This uses up the Protect spell cast on them. Unlike Buffness a player may choose when to use a Protect. A Protect lasts for 5min or until it is used up. A single player may only have 3 Protect spells on them at one time. Protect defends against only one hit so the ability Double Strike is counted as 2 hits for the purpose of this spell. Protect defends against the following effects: All magic (including AOE spells), all weapon strikes and Combat Abilities. Protect does not defend against Alchemical Transmutations, Summoning Spells, and Potions that are ingested. 2nd Level Purify (3 Mana)- This spell cures the player of all status effects of Elemental and Shadow Magic. This includes Illusion Spells, Sap Strength, Sap Magic, Create Undead, Void Form, Stone Armor, Freeze, Gust Cloak, Diamond Armor. This spell is cast through a hand baton or a packet. A Purify will not remove a Protect Spell but a Protect can be used against this spell. Healing Wind (4 Mana)- A Healing Wind is a Area of Effect spell that casts a Full Heal on everyone in a 30ft radius. This includes all allies and all enemies. When this spell is cast the caster calls “Healing Wind, Everyone in 30ft Full Heal.” 3rd Level Holy Blast (5 Mana)- This spell works the same as the Elemental spell called Elemental Blast, but with Holy as the element type. Revive (6 Mana)- This spell allows the caster to restore a player to full health from Permanent Death. This spell will only work on a player who has been Permanently Dead for less than 5 min.

Elemental Magic 1st Level Elemental Blast (1 Mana)- This spell is the base for all other direct damage spells and allows the caster to throw one packet and call “<Elemental> Blast.” An <Elemental> Blast is basically the same as a weapon strike but works on shields and weapons. The type of element changes the effects it has on the target, for example a Fire Blast may have no effect on a fire creature. The various elements of the Elemental Blast spell include: Earth, Fire, Air, Water, Metal, Heat, Lightning, and Ice.


Stone Armor (2 Mana)- This Earth spell grants a target 1 temporary Buffness. This Buffness works the same as a normal Buffness and it the first one to be lost to damage. The call for this spell is “Stone Armor, Buffness” when it is used up. Just like Protect this spell may only be cast on a single player 3 times. Also this spell lasts 5 min or until used. This spell can be removed by a Purify Spell. Fire Breath (2 Mana)- The Fire spell allows the caster to throw 5 packets all at once and call “Fire Breath, Fire Blast.” Each packet is resolved as a separate attack for the purposes of Buffness and Protect. Air Jet (2 Mana)- This Air spell allows the caster to point directly at a target with their hand palm outward and call “Air Jet, Knockback.” Freeze/Thaw (2 Mana)- This Water spell allows the caster to either throw a packet and call “Freeze, 5 min” to freeze a target in ice or call “Thaw” on a frozen target. Frozen players cannot move or use any in-game abilities of any kind for the duration of the spell. Only a Thaw, Purify, or Alchemy Phase Change will get rid of this effect. 2nd Level Earthquake (4 Mana)- This Earth spell allows the caster to Knockdown all targets in a 30ft radius for 10sec. Knockdown causes a target to drop to their knees for 10sec. This includes all allies and enemies of the caster. The call for this spell is “Earthquake, Everyone in 30ft, Knockdown, Stun, 10sec.” Melt (4 Mana)- This Fire spell allows the caster to throw a packet for “Melt <Item>.” This will destroy a weapon, shield, or other item if it hits a target. A destroyed shield, weapon, or item may not be used by a player until it is repaired. Gust Cloak (4 Mana)- This Air spell allows the caster to reflect the next packet based spell that hits. When a spell hits a player with Gust Cloak, the player calls “Gust Cloak, Reflect” and throws a single packet back for the same effect that they were hit with. This spell does not work against Area of Effect spells, Magical Strikes, and the Purify Spell. Healing Stream (4 Mana)- This Water spell works the same as the Light spell called Full Heal.

3rd Level Mana Blast (5 Mana)- This spell works the same as the Elemental spell called Elemental Blast, but with Mana as the element type. Diamond Armor (6 Mana)- This Earth spell works the same as the Light spell Protect only this spell grants 5 Protects to the target instead of only 1 like the Light spell. The call for this spell is “Diamond Armor, Protect” when it is used. This spell cannot be stacked with itself or any other defensive buffs. It also cannot be used against the Purify Spell.


Nova (6 Mana) - This Fire spell allows the caster to damage all targets in a 30ft radius. This includes all allies and enemies of the caster. The call for this spell is “Nova, Everyone in 30ft, Fire Blast, Torso.” Chain Lightning (6 Mana)- This Air spell allows the caster to throw unlimited Lightning Blasts for a maximum of 1 min. The call for this spell is “Chain Lightning, Lightning Blast, Lightning Blast, etc.” No incant is required for these Lightning Blasts after the first incant has been completed. Tidal Wave (6 Mana)- This Water spell allows the caster to inflict Knockback and Sap Strength on all targets in a 30ft radius in front of them. This includes all allies and enemies of the caster. Upon completing the incant the caster spreads their arms out in front of them and calls “Tidal Wave, Everyone in Front of Me, Knockback, Sap Strength, 5 min.”

Shadow Magic 1st Level Shadow Blast (1 Mana)- This spell works the same as the Elemental spell called Elemental Blast, but with Shadow as the element type. Death (2 Mana)- This spell allows the caster to throw a packet and call “Death”. A Death Spell instantly kills player if it hits any part of the body or a shield. This spell only causes normal death therefore a player killed in this way may be healed by a Full Heal. 2nd Level Sap Strength (3 Mana)- This spell allows the caster to throw a packet that takes away the target’s use of Combat Abilities, Special Abilities, and Creation Abilities for 1 min. The call for this spell is “Sap Strength, 1 min.” This effect lasts for 1 min or until a Purify is cast on the effected target. Sap Magic (3 Mana)- This spell allows the caster to throw a packet that takes away the target’s use of Magically Abilities, and Summoning Magic for 1 min. The call for this spell is “Sap Magic, 1 min.” This effect lasts for 1 min or until a Purify is cast on the effected target. Void Lightning (4 Mana)- This spell allows the caster to throw a packet and call “Void Lightning, Slay” This spell causes a target to fall unconscious and enter Permanent Death. This effect can only be healed by a Revive.


3rd Level Create Undead (5 Mana)- This spell allows the caster to create a temporary undead minion under their control from a dead body. The caster touches the target body and calls “Create Undead, 5 min.” The target body then becomes an undead under the control of the caster and the body death timers are halted. All undead created in this fashion have the following stats and last for a maximum of 5 min. Stats: 1 Buffness, Not affected by positive effects of spells, Take Full Heal effects as a Death effect. After the 5 min time period as elapsed the undead becomes a dead body again and continues its normal death timer. A single body may only have 1 Create Undead cast on it every 10 min. Void Reaper (6 Mana)- This spell allows the caster to inflict the effect of a Death Spell on all targets in a 30ft radius. This includes all allies and enemies of the caster. The call for this spell is “Void Reaper, Everyone in 30ft, Death, Torso.”

Illusionary Magic Illusion Spell (Sleep) (3 Mana)- This illusionary spell allows the caster to throw a packet and inflict sleep on a target for the next 5 min. The call for this spell is “Illusion Sleep, 5 min.” The target must role-play being sleep and can use no in-game Abilities or Magic. This can only be healed by a Purify. Illusion Spell (Silence) (3 Mana)- This illusionary spell allows the caster to throw a packet and inflict silence on a target for the next 5 min. The call for this spell is “Illusion Silence, 5 min.” The target must role-play being silenced and cannot speak or cast spells. They may use abilities that have out of game calls to them. This can only be healed by a Purify. Illusion Spell (Fear) (3 Mana)- This illusionary spell allows the caster to throw a packet and inflict fear on a target for the next 5 min. The call for this spell is “Illusion Fear, 5 min.” The target must role-play being afraid of the caster and will flee from caster. The target may take no offensive action towards the caster. This can only be healed by a Purify. Illusion Spell (Pain) (3 Mana)- This illusionary spell allows the caster to throw a packet and inflict pain on a target for the next 5 min. The call for this spell is “Illusion Pain, 5 min.” The target must role-play being extreme pain and can use no in-game Abilities or Magic. This can only be healed by a Purify. Void Form (4 Mana)- This illusionary spell allows the caster to empower themselves and others to cast magic without incanting. Upon completing the incant for this spell the target enters Void Form for a maximum of 1 min. In Void Form the player does not need to incant but instead call “Speed Cast <Spell.> Any spell the player possesses may be cast in this fashion. Void Form may be removed if a Purify is cast on the player.


Creation Abilities

Create Potion- To use this Creation Ability the player must stand still and count out loud Creating Potion 1, Creating Potion 2… Creating Potion 30. Upon completing this 30 count the player creates the Potion of their choosing from the list of available potions. If the player is hit by any attack during this count or stops counting for any reason other than a Hold, the player must restart the count from the beginning. The list of available potions and their effects can be viewed below. Potions and Poisons that are created in this way last for 2 events and then become useless. This ability cannot be recharged in anyway other than starting at the max of 10 at the beginning of an event.

Potion List Full Heal- This potion works the same as a normal Full Heal. Purify- This potion works the same as a normal Purify. Protect- This potion works the same as a normal Protect. Mana Recharge- This potion works the same as a normal Mana Recharge. Ability Recharge- This potion works like an Ability Recharge except that it can recharge another Ability Recharge unlike the a normal Ability Recharge. Poison (Death Strike)- The next swing coated weapon delivers will be a “Death Strike.” Poison (Sap Strength)- The next swing the coated weapon delivers will be a “Sap Strength, 1 min.” Poison (Sap Magic)- The next swing the coated weapon delivers will be a “Sap Magic, 1 min.” Poison (Sleep)- The next swing coated weapon delivers will be a “Sleep, 1 min.” Poison (Pain)- The next swing the coated weapon delivers will be a “Pain, 1 min.” Alchemical Liquid- This potion creates a generic liquid that can be used as a component in many different Transmutations. Alchemical Solid- This potion creates a generic solid that can be used as a component in many different Transmutations.


Using Potions and Poisons Potions may be used by a player by counting “I drink the potion 1, I drink the potion 2, I drink the potion 3.” A player who has an undamaged free hand may drink a potion themselves or may “force feed” it to an unconscious target. After the potion has been ingested it immediately takes effect and the potion is used up. Poisons are like potions but carry negative effects that can be used against enemies. To use a Poison a player must first apply it to a weapon with a 3 count of “Coating poison 1, coating poison 2, coating poison 3.” The poisoned weapon now will swing for the effect of the poison on its next swing. Regardless of if the swing is successful or not the poison will be used up after the swing. A weapon can only have 1 poison coated on it at a time. When a player uses a Potion or a Poison the player should rip the tag for it in half so it cannot be used again.

How to Perform Summoning Magic Create Summoning Circle- This Creation Ability is used to create Summoning Circles that a player may use to perform Summoning Magic. To use this ability the player must stand still and count out loud Creating Summoning Circle 1, Creating Summoning Circle 2… Creating Summoning Circle 30. Upon completing this count the player then lays down or draws a summoning circle that corresponds to the type of Summoning the player wishes to perform. The player must provide the physical representation for the circle. A player may only have 1 Summoning Circle at a time. Once a Summoning Circle has been created it last for 1 hour or until it is used in a Summoning. Also a Summoning Circle, once created, may be used by anyone who possesses the Summoning Ability. The list of Summoning Magic and its effects can be viewed below, as well as how to perform Summoning Magic.

Performing Summons- In order to perform a Summoning Magic the player must a specific Summoning Circle already created that corresponds to the specific Summoning that they wish to perform. These specific Summoning Circles are learned in-game from other Summoners or NPC’s. Once the player has created the Summoning Circle they wish to use they may then perform the Summoning. In order to perform the actual Summoning the player must have all the necessary Summoning Essences in the Circle and then begin a 1 min incantation for the Summoning Magic. The normal rules for incanting still apply for this 1 min incant. When the 1 min incant is completed the effects of the Summoning Magic will take effect or the Summoning may fail. Summoning may fail for any number of reasons ranging from incorrect Circles to lacking to correct Essences. Some Summoning will require a GM to be present at the time the Summon is attempted into order to determine what the effects of it are.


Essences in Summoning- All Summoning Magic requires components know as Summoning Essences that are consumed in the process. Summoning Essences are items that are found ingame and vary in both nature and rarity. The nature of an Essence is the qualities it possesses that make it suited for certain types of Summoning Magic and not for others. There are 11 different types of nature for Summoning Essences which include: Earth, Fire, Air, Water, Metal, Heat, Lightning, Ice, Time, Holy, and Shadow. Of the different nature there are 3 different classifications of rarity which include: Common, Uncommon, Rare. It is unrealistic to expect players to provide these mystical objects out-of-game to be used in-game. To work around this, Summoning Essences can be found in-game in the form of tags that have the details of the Essence written on them.

Summon Spirits- In the world and throughout time there exist extremely powerful beings known as Summon Spirits. These Spirits have power that is equal to that of a demi-god and have great influence over the various Planes and Time Periods. However, despite their incredible power they rarely visit the Physical Plane and tend to stay within the temples that have been raised to house them over the ages. This is not the say that their power is unusable to some Summoners though. A powerful Summoner may form a pact with a Summon Spirit in order to gain the ability to evoke a Spiritâ&#x20AC;&#x2122;s power and wisdom. To form a pact with a Summon Spirit the Summoner must first find the location of the specific Spiritâ&#x20AC;&#x2122;s Temple and then call the Spirit forth to request the formation of a pact. The Summon Spirit may or may not respond to this call. If the Spirit responds it will then mark the Summoner with a Doom Brand and issue a focus to the Summoner to complete within a given time limit. The focus and the time limit will vary depending on the Summon Spirit. If the Summoner fails to complete their focus then the Doom Brand will consumer their life force. If the Summoner completes their focus they then gain the right to make a pact with the Summon Spirit. Upon forming the pact the Doom Brand will transform into a Spirit Brand and the Summoner will gain the ability to evoke powerful spells from the Spirit as well as Summoning it to aid the Summoner. List of Known Summon Spirits Terra (Earth/Lightning) Celsius (Fire/Ice) Chronos (Space/Time) Harvest (Fest/Famine) Haven (Life/Death) Annoth (Dream/Nightmare)

Squall (Air/Water) Eclipse (Darkness) Shatter (Broken/Complete) Muse (Joy/Sorrow) Tear (Love/Hate)

Forge (Metal/Heat) Lucent (Light) Cheszar (Greed/Charity) Brood (War/Peace) Synapse (Knowledge/Ignorance)

Summoning Spells Elemental of <Earth, Fire, Air, Water>- This Summoning Magic allows the caster to summon a Common Elemental of Earth, Fire, Air, or Water to their aid. The caster may be either summon an Elemental that is a messenger from its respective plane or a powerful being that may aid and fight alongside the caster in combat. The stats of the Elemental are dependent on the Summoning Essences used to summon it, but are ultimately up to plot to decide. An Elemental summoned with this magic will return to its plane of origin after 1 hour or if it is destroyed in battle. Essences Required: 1 Common and 1(Common, Uncommon, or Rare of desired Elemental)


Elemental of <Metal, Heat, Lightning, Ice>- This Summoning Magic allows the caster to summon a Rare Elemental of Metal, Heat, Lightning, or Ice to their aid. The caster may be either summon an Elemental that is a messenger from its respective plane or a powerful being that may aid and fight alongside the caster in combat. The stats of the Elemental are dependent on the Summoning Essences used to summon it, but are ultimately up to plot to decide. An Elemental summoned with this magic will return to its plane of origin after 1 hour or if it is destroyed in battle. Essences Required: 1 Common and 1(Common, Uncommon, or Rare of desired Elemental)

Summon <NPC>- This Summoning Magic allows the caster to summon a specific NPC of their choosing to appear within the Summon Circle. If the target NPC does not resist they will appear within the Summon Circle. The target NPC may try to resist being summoned by this magic and the summon may fail if the NPC is strong enough to resist the magic. The effectiveness of attempting to summon a resisting NPC is dependent on both the Summon Essences that are used and the strength of the target NPC. A GM must be present at the performing of this Summoning Magic. Essences Required: 2 Common and 2 Uncommon

Angelic Entity- This powerful Summoning Magic allows the caster to call forth a divine spiritual being from the Angelic Realm to aid them in some way. These beings usually are bound to their own Realm and are often very difficult to summon. This is due to the fact that they have laws that allow them to become involved with mortals only under certain circumstances. Even when these circumstances are met Angelic Entities will rarely stay around on the Physical Plane for an extended period of time and will fight only when great need arises. A GM must be present at the performing of this Summoning Magic. Essences Required: 1 Common, 1 Uncommon, 1 Rare Holy

Demonic Entity- This powerful Summoning Magic allows the caster to call forth a divine spiritual being from the Demonic Realm to aid them in some way. These beings usually are malicious, vile, and evil in nature and can be very unpredictable. In addition, Demons are capable of showing no obedience toward the summoner and may even turn against them. Demons are incredibly powerful entities will usually try to cause as much damage as they can once they have been summoned. A GM must be present at the performing of this Summoning Magic. Essences Required: 1 Common, 1 Uncommon, 1 Rare Shadow


Create Planar Gate- This Summoning Magic allows the caster to open up a Planar Gate that links the Physical Plane to a Plane of their choosing. This gate is large enough for one being to pass through at a time. To use the gate to enter the target Plane a player stands within the Summoning Circle and calls “Entering the gate 1, entering the gate 2, entering the gate 3.” The Planes that may be accessed by this magic include: Earth, Fire, Air, Water, Metal, Heat, Lightning, Ice, Light, Shadow. The Summoning Essences used in this magic will depend on the target Plane the summoner wishes to access. Once the gate has been opened it may be used by anyone on either side of the gate. Planar Gates created by this magic will last for a maximum of 1 hour. A GM must be present at the performing of this Summoning Magic. Essences Required: 1 Common, 1 Uncommon, 1 Uncommon of desired Plane

Create Time Gate- This Summoning Magic allows the caster to open up a Time Gate that links the Physical Plane to a Time Period of their choosing. This gate is large enough for one being to pass through at a time. To use the gate to enter the target Time Period a player stands within the Summoning Circle and calls “Entering the gate 1, entering the gate 2, entering the gate 3.” The Time Periods that may be accessed by this magic include: The Present, The Middle Ages, The Age of Shadow, The Prehistoric Ages, The Space Age, The Age of Alchemy, The End of Time, and The Age of Holy War. The Summoning Essences used in this magic will depend on the target Time Period the summoner wishes to access. Once the gate has been opened it may be used by anyone on either side of the gate. Times Gates created by this magic will last for a maximum of 1 hour. A GM must be present at the performing of this Summoning Magic. Essences Required:2 Common, 1 (Common, Uncommon, or Rare) Time

Create Magic Item- This Summoning Magic allows the caster to create and/or enchant an item and store magic spells in the item to be cast later. The caster must choose the target spell that they wish to enchant the item with and the number of charges it will have before they perform the Summoning Magic. They caster must be able to cast the spell themselves or have another player that can cast the spell as a Summoning Essence in the magic. The item may have up to a total of 5 charges of the spell in it. The more charges and the more powerful the spell, the more difficult the Summoning Magic will be to perform and more Essences will be required. After the Magic Item has been created it becomes a permanent item that the player will receive a tag for. The player must provide the Physical Representation for the Magic Item. To use the spell in a Magic Item any player who holds the item may call “Activate Magic Item, <Spell in Magic Item.>” This allows the player to cast the spell and it uses up one of them charges the Magic Item has. To restore the charges a Magic Item has, a player may use a Mana Recharge (Not a Mana Recharge Potion) and directly target the Magic Item. A GM must be present at the performing of the Summoning Magic. Essences Required: 1-5 Common (depending on the number of Charges desired), 2 Uncommon, 2 Rare of desire magic type


Dismantle- This Summoning Magic allows the caster to dismantle an item or object that is magical in nature or has been enchanted and recover the Summoning Essences within it. This magic may be used to dismantle a Magic Item that has been created through Summoning Magic. The only thing required for this magic other then the Summoning Circle is the item that the summoner wishes to dismantle. The number of Essence that are recovered may vary and are ultimately up to Plot. A GM must be present at the performing of the Summoning Magic. Essences Required: None

Banish- This Summoning Magic allows the caster to return any being or entity to the original plane, time, or place that it was summoned from. The being that the caster wishes to banish cannot resist the effect of this Summoning Magic unlike when it is summoned. However, some incredibly powerful entities may be more difficult to Banish. In order to perform this Summoning Magic must have the target being or entity inside the Summoning Circle along with the required Summoning Essences. A GM must be present at the performing of the Summoning Magic. Essences Required: 2 Uncommon, 1 Rare

*Unique* Summon- This Unique Summoning Magic allows the player to create their own unique Summoning Circle and its corresponding Magic. In order for a player to come up with their own Summoning Magic they MUST go through the following process to have their Magic okayed by Plot: First they must submit a description of the name and effects of their Summoning Magic, second they must submit a drawing of the Unique Summoning Circle they will use to perform the Magic, third they must attempt to perform the Summoning in-game. Some Unique Summons that are submitted to Plot will be denied due to a number of different reasons. These reasons may include, but are not limited to: the effect of the Magic is to overpowered or is unrealistic to represent both out-of-game and in-game; the Summoning Circle does not adequately represent the Summoning that is being performed; the player does not gather the correct Essences at the attempting of the Summoning. Overall Unique Summoning is between a player and Plot to discuss and Plot has the final say in whether the player gets the Summoning or not. This is an example of a Unique Summon that would be approved by Plot: I am going to create a Unique Summon called Fae. The effect of this Summon is that it will grant me the ability to Summon a Fae to aid me in battle for a maximum of 3 hours. I plan to perform this Summoning by using 3 Common and 2 Uncommon Summoning Essences in the process. I will supply an NPC to play this Summon as well as the costuming for it. This Faeâ&#x20AC;&#x2122;s stats are up to plot. The player would have an example of the Summoning Circle they are going to use attached to this description. This is an example of a Unique Transmutation that would be denied by Plot: I am going to create a Summoning Magic called Ultra Nova. The effect of this Summoning is that it will grant me the ability to summon a Meteor that destroys all of my enemies. This Unique Summon would be denied because it is to overpowered, it makes up a completely new effect that is not already in the game, it does not have a description of the process that the Summoner is using, and it also lacks the Essences needed to perform the Summoning. Essences Required: Will vary depending on Spell


How to Perform Alchemical Transmutations

Create Transmutation Circle- This Creation Ability is used to create Transmutation Circle that a player may use to perform an Alchemical Transmutations. To use this ability the player must stand still and count out loud Creating Transmutation Circle 1, Creating Transmutation Circle 2… Creating Transmutation Circle 30. Upon completing this count the player then lays down or draws a Transmutation Circle that corresponds to the type of Transmutation the player wishes to perform. A player must provide the physical representation for the circle. A player may only have 1 Transmutation Circle at a time. Once a Transmutation circle has been created it last for 1 hour but may be used any number of times in this hour. Also a Transmutation Circle, once created, may be used by anyone who possesses the Transmutation Ability. The list of Transmutations and their effects can be viewed below, as well as how to perform Transmutations.

Performing Alchemy-In order to perform an Alchemical Transmutation the player must have a specific Transmutation Circle already created that corresponds to the specific Transmutation that they wish to perform. These specific Transmutation Circles are learned in-game from other Alchemists or NPC’s. Once the player has created the Transmutation Circle they wish to use they may then perform the Transmutation. In order to perform the actual Transmutation the player must have all the necessary reagents in the Circle and then the player touches part of the circle and calls “Transmutation, <Name of Transmutation>, <Effect of Transmutation.> For example if you were to perform a Morph Solid in order to change 10 grams lead into 10 grams gold the call would be “Transmutation, Morph Solid, Lead into Gold.” Some Transmutations will require a GM to be present at the time the Transmutation is attempted into order to determine what the effects of it are.

Reagents in Alchemy- All Alchemical Transmutations require some kind of reagent that is consumed, modified, or transformed in the process. Some reagents are readily available for certain Transmutations such as the nitrogen in air around you can be used to in a Phase Change Transmutation to create Liquid nitrogen. However, most reagents will not be readily available or easy to find both out-of-game and in-game. For example if you wish to turn lead into gold, you first need a small amount of gold to start from. It is unrealistic to expect players to provide these metals and chemicals out-of-game to be used in-game. To work around this, reagents that are not readily available to players can be found in-game in the form of tags that have the details of the reagent written on them.


The Laws of Alchemy- The basis of all Alchemy is built on a law known as the Principle of Equivalent Trade. This principle states “in order for Mankind to gain anything, something of equal value must first be lost.” This principle governs all Alchemical Transmutations and often defines whether or not a Transmutation a player performs is successful or not. For example, let’s say that Cameron is going to attempt a Unique Transmutation that creates a 3000kg golden throne for him out of a 5g aluminum soda can. This Transmutation would fail because Cameron does not have aluminum in equal mass to the gold that he wishes to make. Altogether the Principle of Equivalent Trade means that you cannot create something from nothing.

The 3 Forbidden Transmutations- In addition to the natural laws of Alchemy there are also laws that mortals have set down to keep order within those who study Alchemy. These laws are enforced by a group of Alchemists known as the Inquisitors. If an Alchemist is caught by an Inquisitor performing any one of these 3 Forbidden Transmutations, that Alchemist may be punished in very server ways by that Inquisitor. In addition to this punishment, 2 of these 3 Forbidden Transmutations may also have in-game effect on the player who attempts them. The 1st Forbidden Transmutation is the act of Transmuting gold or anything else of monetary value from another material. The 2nd Forbidden Transmutation is the act of modifying, separating, or destroying the link between the Soul, Mind, and Body. This Transmutation will create a being that is known as a Remnant. The 3rd and most severe of the Forbidden Transmutations is the act of creating an artificial human being through Alchemy. This Transmutation will create a being that is known as an Echo. This is known as Human Transmutation and is the worst crime that an Alchemist can commit.

Alchemical Transmutations Phase Change- This Alchemical Transmutation allows the player to change the phase of matter that a target substance exists into a phase of their choosing. The 3 phases that the player may choose from include Solid, Liquid, and Gas. This change is not permanent however and the normal laws of nature will begin to effect the newly Transmuted substance. For example, performing a Phase Change that changes water into ice when you are in the middle of the desert will result in the ice immediately beginning to melt again. The call for this ability is “Transmutation, Phase Change, <Solid, Liquid, Gas.>” The phase that is called is the one that the substance is Transmuted into. Reagents Required: Alchemical Liquid or Solid

Shape Change- This Alchemical Transmutation allows the player to change the shape of a target substance or item into the form of their choosing. This process does not change the nature of the substance only the shape that it is in. For example using this Transmutation you could change a lump of metal into a key or into a blade for a sword. This being said, the same amount of matter is conserved through the Transmutation. You cannot make more metal only change its shape. The call for this ability is “Transmutation, Shape Change.” Reagents Required: Alchemical Solid, Target Item


Deconstruct/Destroy- This Alchemical Transmutation allows the player to undo the effects of Alchemical Transmutations as well as destroy items and structures. To use this ability to deconstruct an item that the player is in possession of, the player places the target item inside the circle and calls “Transmutation, Deconstruct.” The target item is then deconstructed into the parts or compounds which make it up. These parts may be used as reagents in other Transmutations. To use this ability to destroy an item that the player is in possession of or is carried by another person, the player activates the Transmutation Circle, calls “Transmutation, Destroy,” and then swings a hand-to-hand baton that carries this effect. This swing must be made immediately or not to all. Any item that is hit with this effect is destroyed and must be repaired before it can be used again. Reagents Required: None

Repair- This Alchemical Transmutation allows the player to repair items and weapons that have been broken or destroyed. To use this ability the player places the target item inside the Transmutation Circle and calls “Transmutation, Repair <Item.> The item immediately is restored to its origin function. This process cannot be used to restore items that have been chemically changed or is missing part of its origin make up. For example you could not use this ability to restore a rusty sword to its original shiny state. This ability will directly counter the effects of the spell Melt and the Alchemical Transmutation Destroy. Reagents Required: Piece of Metal, Target Item

Strengthen Item- This Alchemical Transmutation allows the player to strengthen an item to defend against the effects of ware, aging, and most importantly being broken or destroyed. To use this ability the player places the target item inside the Transmutation Circle and calls “Transmutation, Strengthen <Item.> The item will then resist all destroy effect it receives for the rest of the current event. It will also protect an item against the ware and tare from long periods of time. This may be used to preserve items in one time period to be used in another time period. Reagents Required: Piece of Metal, Target Item Morph Liquid- This Alchemical Transmutation allows the player to change the chemical and elemental make-up of an existing liquid into another liquid. To use this ability the player places the liquid and a small amount of the desired liquid product into the Transmutation Circle and calls “Transmutation, Morph Liquid, <Starting Liquid> to <Desired Product.> For example this Transmutation could be used to Transmute water into ethanol by placing 10g of water and a drop of ethanol into the Transmutation Circle and then activate it and call “Transmutation, Morph Liquid, Water to Ethanol.” A generic Alchemical Liquid may be used as the starting liquid in this Transmutation. Reagents Required: Alchemical Liquid or other liquid


Morph Solid- This Alchemical Transmutation allows the player to change the chemical and elemental make-up of an existing solid into another solid. To use this ability the player places the solid and a small amount of the desired solid product into the Transmutation Circle and calls “Transmutation, Morph Liquid, <Starting Solid> to <Desired Product.> For example this Transmutation could be used to Transmute lead into gold by placing 10kg of lead and a little gold dust into the Transmutation Circle and then activate it and call “Transmutation, Morph Solid, Lead to Gold.” A generic Alchemical Solid may be used as the starting solid in this Transmutation. Reagents Required: Alchemical Solid or other solid

Class Change- This Alchemical Transmutation allows the player to change the class of a character into another class of similar level and evolution type. This means that the player who receives the Class Change may only change to another class of the same level as they current are. Also the player may only change within the evolution type that they have chosen, meaning that a Pure evolution class cannot change to a Hybrid evolution class. For example, Bryan the Alchemist wishes to perform a Class Change on Skylar the Berserker to change him into a Hunter. To do this Bryan will need Skylar himself as a reagent as well as another reagent that contains the essences of the desired class. To perform the Transmutation Skylar himself and the other reagent must be inside the Transmutation Circle. Then Bryan activates the Transmutation Circle and calls “Transmutation, Class Change, Berserker to Hunter.” Skylar’s current class immediately changes to the desired class. This means that Skylar loses all the skills of the Berserk class and gains all the skills of the Hunter class and the evolution path that Hunter follows. A GM must be present at the performing of this Alchemical Transmutation. Create Item- This Alchemical Transmutation allows the player to create a new item or weapon from the group of individual materials that makes it up. . To use this ability the player places the target materials inside the Transmutation Circle and calls “Transmutation, Create <Item.> For example using this Transmutation a player could create a brand new shiny sword from the following materials: metal for the blade, wood for the handle, and maybe some gems to give it some class. The reagents for this Transmutation are different depending on the item that is going to be created. The power of this Alchemy lays in the fact that it is so free form and a player can create nearly any item they wish. This Transmutation cannot be used to repair an item that has been destroyed or deconstructed. A GM must be present at the performing of this Alchemical Transmutation. Reagents Required: Piece of Rainbow Shell, Target Player, 1 Rare Essence, Blood of the Desired Class


Augment Weapon- This Alchemical Transmutation allows the player to augment the qualities of an already existing weapon. To use this ability the player places the target weapon inside the Transmutation Circle and calls “Transmutation, Augment <Desired Augmentation.> There are 3 different augmentations a player could place on a weapon, these include: Target weapon will only swing Death Strike for the next 5min; Target weapon will gain the Magical Strike ability for the next 5 min; Target weapon will gain 1 use of the Counter ability for the next attack. For example using this Transmutation a player could augment a normal sword to only swing Death Strike for 5 min by calling “Transmutation, Augment, Death Strike 5 min.” The reagents for this Transmutation are different depending on the item to be augmented as well as the way in which it is going to be augmented. Reagents Required: Death Strike: Piece of Gold Magical Strike: Piece of Copper, 1 Common Essence Counter: Piece of Silver *Unique* Transmutation- This Unique Alchemical Transmutation allows the player to create their own unique Transmutation Circle and its corresponding Transmutation. In order for a player to come up with their own Transmutation they MUST go through the following process to have their Transmutation okayed by Plot: First they must submit a description of the name and effects of their Transmutation, Second they must submit a drawing of the Unique Transmutation Circle they will use to perform the Transmutation, Third they must attempt to perform the Transmutation in-game. Some Transmutations that are submitted to Plot will be denied due to a number of different reasons. These reasons may include, but are not limited to: the effect of the Transmutation is to overpowered or is unrealistic to represent both out-of-game and in-game; the Transmutation Circle does not adequately represent the Transmutation that is being performed; the description of the actually Alchemical process is oversimplified or is not descriptive enough; the player does not gather the correct reagents at the attempting of the Transmutation. Overall Unique Transmutation is an Alchemical process that is between a player and Plot to discuss and Plot has the final say in whether the player gets the Transmutation or not. This is an example of a Unique Transmutation that would be approved by Plot: I am going to create a Unique Transmutation called Inferno. The effect of this Alchemy is that it will grant me the ability to throw a packet for “Fire Blast, Torso” at a target, I must throw this packet immediately or not at all. I will call “Transmutation Unique, Inferno…Fire Blast, Torso.” I plan to perform this Alchemy by using a reagent of Sulfur and combusting it with the Oxygen in the air, creating a highly exothermic reaction that creates a fiery explosion which I then can attack a target with. The player would have an example of the Transmutation Circle they are going to use attached to this description. This is an example of a Unique Transmutation that would be denied by Plot: I am going to create a Unique Transmutation called Nuclear Explosion of Doom. The effect of this Alchemy is that it will grant me the ability to complete obliterate all targets within a 100ft radius of me. I will call “Transmutation Unique, Nuclear Explosion of Doom, everyone in 100ft, you are dead.” This Unique Transmutation would be denied because it is to overpowered, it makes up a completely new effect that is not already in the game, it does not have a description of the process that the Alchemist is using, and it also lacks the reagents needed to perform the Transmutation. Reagents Required: Will vary depending on Transmutation


Transformation The Hidden have the ability to transform themselves into an animal, dependant upon their choice of Fang, Claw, or Feather. Once a Transformation has taken place, the player cannot transform themselves again for at least 30 minutes. The Incant for Transform is always a 15 count, starting with â&#x20AC;&#x153;Transform Stage (1,2,3) 1; Transform Stage (1,2,3) 2; Transform Stage (1,2,3) 3...â&#x20AC;? If the player has chosen the path of the Claw, they will be able to transorm into bears, giving them the abilities of Fighters. If they choose the path of the Fang, they will transform into felines, giving them the abilities of Rogues. If the path of the Feather is the one they choose, they will be able to transform into birds, giving them the abilities of Mages. The Key is as follows. Claw Stage 1---------------Stage 2--------------Stage 3 Brown Bear--------Grizzly Bear--------Polar Bear (Warrior)------------(Myrmidon)--------(Protector)

Fang Stage 1---------------Stage 2--------------Stage 3 Black Panther-------Lion------------------Tiger (Shinobi)------------(Wanderer)----------(Shade) Feather Stage 1---------------Stage 2--------------Stage 3 Eagle-----------------Raven----------------Falcon (Healer)--------------(Archon)------------(Elemental Bender) The 3rd level of the Feather Tree, the Falcon, is the most varied of all. Every time the caster transforms into the Falcon, they are allowed to choose the element that they are a bender of. Transforming is a castable ability, but it requires no mana. Transforming into a class that has Mana will give the Transformer the amount of mana as if they had just direct fused. As soon as the transformer leaves the mana requiring class, the mana goes away. This is how it works for all abilities used by a Transformer. Transformers are also bound by the rules of the class they become. Transforming into a Shinobi does give you stealth, but you must use the ribbon for it.


Swords and Spells LARP 3.6  

This is an edited version of Skylar Lautt's original rules. I DID NOT MAKE THESE, I ONLY MESSED WITH THEM A LITTLE BIT. All credit goes to S...

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