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Page 1: Aldeon Manual 2014

Aldeon L.A.R.P 2014 Manual

Page 2: Aldeon Manual 2014

Aldeon Manual 2014 ContentsDISCLAIMER......................................................................1

HISTORY..............................................................................1

CHARACTER COSTS........................................................1

COSTUMING YOUR CHARACTER..............................2

STARTING A CHARACTER’S FIRST GAME............2

ADVANCING YOUR CHARACTER..............................3

CHARACTER RACES.......................................................3

Artherans.......................................................................3

Dwarves..........................................................................3

Eeroans...........................................................................3

Faerie and Changelings............................................3

Flarosans........................................................................4

Gatrosans.......................................................................4

Heleans...........................................................................4

Ikans.................................................................................4

Ratossans.......................................................................4

High..................................................................................4

Saurans...........................................................................5

Wood Elves...................................................................5

SOCIAL RANKS.................................................................5

Peasants.........................................................................5

Yeomen...........................................................................5

Nobility...........................................................................5

CHARACTER CLASSES...................................................6

Warrior...........................................................................6

Rogue...............................................................................6

Mage.................................................................................6

Monk................................................................................6

Paladin............................................................................6

Ranger.............................................................................6

Theurge..........................................................................6

SPELL FOCI.........................................................................6

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KNIGHTLY ORDERS........................................................7

MAGE ORDERS.................................................................8

PALADINIC ORDERS......................................................9

ROGUE ORDERS............................................................10

MISCELLANEOUS ORDERS.......................................10

SKILL CHARTS...............................................................11

SKILL DESCRIPTIONS.................................................15

Racial Skills................................................................15

Trade Skills.................................................................19

Scholar Skills.............................................................22

Magic Skills.................................................................24

Faith Levels................................................................26

Weapon Skills............................................................28

Stealth Skills...............................................................30

Weapon Attacks.......................................................32

Special Skills..............................................................33

Craftsman Skills.......................................................37

COMBAT...........................................................................50

MAGIC................................................................................56

SPELL CLASSIFICATIONS..........................................57

PATHS OF MAGIC..........................................................60

ELEMENTAL FAMILY..................................................60

Path of Air...................................................................60

Path of Earth..............................................................62

Path of Fire.................................................................64

Path of Water.............................................................66

BALANCE FAMILY........................................................67

Path of Body...............................................................67

Path of Chaos.............................................................70

Path of Law.................................................................71

Path of Mind...............................................................72

CYCLE FAMILY...............................................................74

Path of Blood.............................................................74

Path of Death.............................................................76

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Path of Life..................................................................77

Path of Soul................................................................79

FAERIE FAMILY.............................................................80

Path of Charms.........................................................80

Path of Cosmic..........................................................83

Path of Nature...........................................................84

PATH OF SOUND......................................................86

ANCIENT FAMILY.........................................................88

PATH OF ARCANE...................................................88

PATH OF LUNAR......................................................88

PATH OF SOLAR.......................................................89

PATH OF WARDING...............................................90

MISCELLANEOUS INFORMATION.........................94

TERMS...............................................................................96

MONSTER SKILLS.........................................................98

THE MASTERS.............................................................103

THE LEGEND OF MEKUMADE..............................105

MAPS...............................................................................107

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DISCLAIMERWelcome to Aldeon Live Action Role Play. We hope you enjoy your experience with us and have

fun. When playing in an Aldeon game, you are not guaranteed that your character will survive. If your character dies or has to leave the setting then you can either play a non-player character or create a new character.

If you have a problem out of game that Plot should know about (such as allergies, physical limitations, etc.) let Plot know so that we can work around it. Do not bring personal problems into the game. If you are not having fun, talk to Plot and we will try to do something to help.

Aldeon is made from multiple game systems. The game is set in a world made specifically for the game which blends fantasy and reality with the help of Plot’s creativity. Game actions are affected by choices players make. No one person “owns” Aldeon, it is not copyrighted, and no one expects to make a financial profit. Game event fees are used to pay for site costs, game props, and food for players during events.

Aldeon does reserve the right to remove players from the game. However, there are rules about how Plot can make this action. If a player feels that someone is causing unnecessary trouble, they may report them to a Plot member. Together, the Plots will privately meet with the person and discuss their behavior. If players continue to report someone, the offender may be put on a temporary suspension period. During the set time, the player is not to come to game or participate in events but may still have a hand in group votes and discussions. If the issue is not resolved after this, the group will come together collectively and vote upon the player’s removal. The player will be removed if 2/3 of the votes are to remove the player. We are all expected to act like adults and treat each other with respect. Again, we hope you enjoy your time with us.

HISTORYThe great trade city of Tarox is a growing city located at the intersection of 3 major trade routes

in the country of Gatrose. The city is ruled by the baron Lord Barton, a fair but rather greedy man of noble birth. Despite his arrogance, most people within the city live a decent lifestyle. Lord Barton is often seen travelling through the city in his carriage with a large entourage of soldiers to guard him. The city is divided up into rings according to wealth. The Lord lives in the center, his large manor and gardens walled off from the rest of the city. In the next ring lives the nobility, often showcasing tall, ornate buildings. Next is the largest of the rings, where merchants and their businesses thrive upon the never-ending stream of travelers and traders. The buildings furthest from the center are where the peasants live. Dirty, small buildings line the streets, and most people are greeted with wary eyes and shifty looks. The city is surrounded by a great wall, whose large gates close only at sundown. Many farmers live on the outskirts of the city and do their trading within the walls. The layout of the city as well as its notable army makes the city a force to be reckoned with. Since the city is centered on popular trade routes from other countries, races from all over can be found living alongside each other.

CHARACTER COSTSNew characters start the game at Level 1 with 25 character points (CP) that they can use to buy

their starting skills and abilities. Characters are awarded with experience points (XP) equal to their character points at the end of each event. Shorter events give only half experience points while games with inclement weather can give two or three times the amount of experience points, depending on how bad the weather is. Players check out their characters at the end of each event. Check out is where you spend your experience points on character points so that you can buy new skills and abilities. Players can also turn in game money at check out for more experience, a silver piece being worth 1 experience point. Experience points are considered liquid and can be traded between players or earned out of game by helping Plot or doing tasks for the betterment of the game.

For example, a new player ends their first game with 25 experience points. She earned 1 gold during the game and got 15 experience points from helping Plot before game. Her first character point costs 5 experience points. Her second character point costs 10 experience points, for a total of 15. Her third character point costs 15 experience points, bringing her total to 30. Her fourth character point

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costs 20 experience points, bringing the total to 50 experience points. Since she only has 40 experience points, she can spend her 1 gold to get the 10 extra experience points that she needs.

The base XP to CP rate increases as the character increases in level. For each 10 CP a character obtains, they increase to the next level. This level increase awards extra body points, the amount of damage a character can take. The number of body points gained depends on the character’s class. The following table lists the amount of experience points per character point and the number of body points for each level.

EXPERIENCE COST AND BODY POINTS BY LEVELCP Level XP to CP W R M PL/MK RN TH

25-34 1 5 10 6 4 8 9 535-44 2 10 13 8 5 10 11 645-54 3 15 16 10 6 12 14 855-64 4 20 19 12 7 14 16 965-74 5 25 22 14 8 16 19 1175-84 6 30 25 16 9 18 21 1285-94 7 40 28 18 10 20 24 14

95-104 8 50 31 20 11 22 26 15105-114 9 60 34 22 12 24 29 17115-124 10 70 37 24 13 26 31 18125-134 11 80 40 26 14 28 34 20135-144 12 90 43 28 15 30 36 21145-154 13 100 46 30 16 32 39 23155-164 14 115 49 32 17 34 41 24165-174 15 130 52 34 18 36 44 26175-184 16 145 55 36 19 38 46 27185-194 17 160 58 38 20 40 49 29195-204 18 175 61 40 21 42 51 30205-214 19 190 64 42 22 44 54 32215-224 20 205 67 44 23 46 56 33225-234 21 220 70 46 24 48 59 35235-244 22 235 73 48 25 50 61 36

W=Warrior; R=Rogue; M=Mage; PL=Paladin; RN=Ranger; TH=Theurge; MK=Monk

COSTUMING YOUR CHARACTERPlayers must wear costuming to accurately represent their character. Players whose characters

wear armor must wear armor. Plot will help players with the costuming needed for their first game. Simple costuming includes a plain, period appropriate shirt and a pair of fighting pants or a skirt. If your character is part of an order, they might be required to wear a tabard with their order’s emblem. Some races require extra costuming, such as make up or special ears. Most of these races require Plot approval before they can be played. If a player wants to play one of these races, they should talk to Plot to see what they need.

STARTING A CHARACTER’S FIRST GAMEEach character starts with one weapon for each weapon skill he/she possesses (up to a

maximum of three weapons), the armor that is costumed when the player comes into game (up to the class’s maximum), one day’s worth of production for all trade skills the character has (using Level I components without a Forge or Lab), and three silver pieces. If a player has a concept not covered by this book’s rules they can speak with Plot to try to adapt the character to the game.

ADVANCING YOUR CHARACTERCharacters can buy any non-italicized skill without a teacher during their first level. Starting at

second level, any skill other than racial skills requires an instructor. Instructors must have both the

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requested skill and the skill Instruction, as well as free instruction slots. Cults and Orders are often able to provide their members with instructors for necessary skills. Characters do not need instructors for the second or higher trade skill, expert attack, or Mana.

CHARACTER RACESAldeon has many races and groups of people on the continent of Mekumade. Each has its own

special advantages and disadvantages. Outlined here are some of the more basic peoples that can be played. These require simple costuming and do not need a good backstory to play. If you cannot find a race/culture that you like in this book, ask Plot if you can play a race from the expanded races book.

ArtheransThese nomadic people live in the great plains of Arthero and mostly avoid the Zagache Range

except to do occasional trade with the dwarves there and, in rare circumstances, trade smithing knowledge. They survive by herding animals across vast grazing lands and have a heavy reliance on horses as a means of transportation as well as warfare when coupled with their unique bows. Ancient tales state that they once controlled a much larger amount of land including Serphant and Ratoss but were eventually driven back to their current holdings and splintered among tribal factions.

Traits: May purchase Bow skill at half cost. May purchase Advanced Levels of Armor Smithing at -1 CP cost. May purchase Resist Disease up to Immune. Starting Language: Artheran

DwarvesDwarves are generally hidden underground across the continent, usually sending heavily armed

caravans to trade above the surface. That said, there have been dwarves known to live on land amongst humans and other races. The most notable dwarven holding is Zorn Und in the Zagache Mountains. It is said that no force has ever breached its gates.

Traits: -1 CP to all Smith skills, can buy Constitution+. Dwarven movement is always considered lightly encumbered and they cannot run. Dwarven spell casters tend to be elementalists. Starting Language: Dwarven

EeroansRising from splintered bands of barbaric tribes, Eero united relatively recently in continental

politics. Because of this, the Eeroans are eager to demonstrate their power and culture to the world. They have a vast military which seeks to overwhelm their foes quickly and often threaten those who doubt or insult them with force. Despite their aggressiveness they also produce a number of noted intellectuals, wizards, and people of faith. Eeroans are truly masters of martial, cultural, and mystical arts.

Traits: May belong to orders. Nobles must be sworn to either a House or Order. Yeomen tend to be crafters or producers and are required to serve in their lord's forces. Starting Language: Eeroan

Faerie and ChangelingsFaerie are an extremely varied race of magical creatures. They are often related to a specific flow

of ether and take traits and abilities that stem from their Path. Changelings are a sub-type of Faerie, who were created through experimentation by the High Elves. All changelings look to be human, though they all show at least one obvious animal trait.

Faerie Traits: All Faerie can buy Natural Conceal, Magical Effects from their Path, and Resist <Path> up to Immune. Faerie also take double damage from iron weapons, and may not use iron weapons or armor. Starting language: Faerie

Changeling Traits: Faerie. Can buy Magical Charm Effects; buy Resist Charms up to Immune, gain keen sense relative to their animal.

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FlarosansFlarosa has been a longstanding power on the continent which has withstood the threats of

multiple enemies and absorbed a great number of peoples into its cultural makeup. Flarosans are a very proud people who believe their way of life to be superior to any other and are not afraid to share that belief. Because of this, they often find themselves in heated confrontations with the other Central Powers. The fact that Flarosa still stands is perhaps a testament to the idea that they are superior to at least the threats they have faced thus far.

Traits: May belong to orders. Nobles must be sworn to either a House or Order. Yeomen tend to be crafters or producers and often serve in their lord's forces which are often rewarded with increased social standing. Starting Language: Flarosan.

GatrosansGatrose is located in the center of the continent and is one of the largest and most populous

countries, making it a very serious Central Power. Gatrose is known for having a very wide variety of races, as many popular trade routes run through it. The Sunken Isles are claimed by Gatrose, though who really controls them is disputed.

Traits: May belong to orders. Nobles must be sworn to either a House or Order. Yeomen tend to be crafters or producers and are required to serve in their lord's forces. Starting Language: Gatrossan

HeleansOne of the oldest races, Heleans have dedicated many centuries to gathering knowledge and

expanding their minds. Unlike the Ikans, they did not focus primarily on magic. Over time, Heleans have decreased in population and slowly blended in with other cultures. Many Heleans who remain in their homeland do not associate with the politics of the outside world, but instead spend their time trying to find the ancient libraries that were lost to time. Those who do leave their homeland travel far, settling down for long periods of time in an attempt to learn as much from other cultures as they can.

Traits: May buy Scholar Skills at -1 cost. Must make an annual trip to Helia in order to trade knowledge. They may not become noble except within Helia.

IkansIkans are the oldest recorded human race. They dedicated most of their resources and time into

studying Magic. Until The Event occurred, they were the most successful in using magic, but afterwards became permanently unable to harness Mana. The Event caused their once mighty kingdom to fall, resulting in the emergence of many barbaric tribes. Much of their history has been lost to time.

Traits: Can buy Resist Path and up to Immune; cannot buy any magical abilities; can buy a single elemental path as a natural. Cannot be a noble. Starting language: Ikan

RatossansThese are the hearty and resourceful people of the often harsh lands of Ratoss. They are descendants of ancient seafaring barbarian races like the Saurans but have built a more civilized society thanks to their affinity for magic allowing them to be a major player in the Central Powers. They are understandably rough around the edges but are keen to take the best ideas of other nations and change them to suit their needs. The lands are ruled over by a body of princes who rule their lands as they see fit.

Traits: May belong to orders. Nobles must be sworn to a House with Orders coming second. Yeomen tend to focus more on production than crafting due to the scarcity of surplus goods to craft. Starting Language: Ratossan

High Elves Due to the fall of the Ikans, these High Elves are now likely the strongest magic users on the

continent. Legend holds that their focus on the mystic arts led to neglect of their physical forms leading to an atrophy which these elves suffer from to this day. Mana flows through them with ease, even those one wouldn't typically expect. The High Elves consider themselves to be the masters of magic from both

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our realm and the faerie realm and have mostly cloistered themselves in their lands to protect their secrets from everybody else. Recently, more Ranurans have been seen in the wider world bringing their knowledge with them but keeping quiet about what drove them out.

Traits: Can buy all magic skills at -1 cost (excluding Mana), can buy Capture Magic, take x2 damage from iron, and start with -2 body.

SauransThese tall, brawny people of the North depend largely on the ocean to provide the resources

they need to survive. Whether this means fishing, trade, piracy, or raids of settlements largely depends on how a Sauran is feeling any given day. They are noted warriors and are often seen in the militaries of other nations as mercenary forces. They do produce mages but these are limited to witches, Elementalists, and Necromancers. The biggest honor for a Sauran is to die in honorable combat. Those who refuse to fight honorably are viewed as lesser in their standing in society.

Traits: Players must be tall; can buy Strength +1 and Constitution Plus. They can also purchase Style Mastery at half cost. Players may not start as members of Noble Orders. Starting Language: Sauran

Wood Elves These elves take their duties and their forest’s borders seriously. Silent and invisible guardians,

these elves bear no trespass and any slight will be answered with swift arrows. Close to nature and closer to their forests these Elves are honorable and sincere and share a kinship with those who serve as Druids.

Traits: Half cost to Bow skills. Can buy Natural Conceal and Commune with Nature. Wood Elf mages can be Druids or Self-Taught Mages. Starting Language: Elven.

SOCIAL RANKSIn this game there are many tiers of social standing. Players have an option to pick where they

want their character to start on the social ladder. Lower rankings have fewer responsibilities but also fewer rewards.Peasants

These are the average men and women that work the land. They are not allowed to own land nor do they have the right to trial. They are easily forgotten, which can be an advantage. They also have a sense of safety in that if there are no peasants, then the barony will have no workers in the fields. Peasants are not legally allowed to use weapons.

YeomenThese people are the backbone of society. They serve in their lord’s armies or as crafters, village sages, etc. Yeomen have the right to trial and the right to own land and to travel. Only yeomen sworn to a liege may carry a weapon.

NobilityThe nobility are the people who rule. There are many levels of nobility that can be attained. Knights, Barons, Counts, and Kings must be of noble birth in almost all circumstances. Nobles are required to spend their time focusing on studying and mastering their skills with weapons and/or magic. It is frowned upon for a noble to perform trade crafts or commerce. Exceptions exist for mages to harvest components and produce scrolls and potions. Noble warriors are allowed to learn Armor Smith 1 and Tracking but are not allowed to earn money and wage from these skills. Squires are nobles that have been chosen to train under a specific knight in order to prepare

them to become a knight themselves. They must fight alongside their knight and prove themselves worthy. If their knight dies or is no longer capable of preforming knightly duties, the squire may appeal to train under another knight. Only a member of the governing noble class may promote them to knight at the recommendation of the knight who trained them.

Knights are high ranking nobility that have been recognized by a higher ranking noble such as a Lord or Count. These people are highly skilled and are sworn to protect and defend their Lord’s

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land and lower classes. Honor is of the utmost importance to them. Knightly orders can also bestow the rank of knight if the character has attained the requirements for that order.

Governing Nobles (Barons, Counts, Earls, and Kings) have earned their rank through both fighting skills and social prowess. These people govern land and are elected by the lords of the land. Under most circumstances, they are raised from nobility and have much pride in being noble. These ranks are filled by powerful knights and mages.

CHARACTER CLASSESWarrior

Fighters and soldiers, warriors are most often skilled in the use of weaponry. It is easy for warriors to pick skills with weapons but magic is very difficult. They have the highest body points per level and can wear the most armor unless otherwise restricted, up to 45 points.Rogue

Rogues are those thieves, scouts, and fighters who prefer to work from the shadows. They pride themselves in knowing that many times, an enemy does not see them even as their blade is against their neck. Rogues are also very adept at gathering intelligence and are naturally cunning. To be quick or carry more loot, they may only wear up to 25 points of armor.Mage

Mages are well in tune with the unseen forces in the world. Mages are adept at manipulating those forces through incants to defeat their enemies or aid their allies. Mages are the frailest of the classes and cannot wear armor. Mastering weapons is also difficult. Mages with Natural Armor can have up to 20 points.Monk

Monks are physically strong, though they prefer to spend their time worshipping their respective Masters. Their intense devotion allows them to enhance their physical or mental abilities through the blessings their chosen Master gives them. They can wear up to 30 points of armor or 40 points of Natural Armor.Paladin

These warrior mages are physically adept as well as in tune with the arcane arts, but are less adept then either of their counterparts. They can become adept at both skills quickly but it takes a long time to master either. They can only wear up to 30 points of armor since they wield both weapons and magic.Ranger

They are the warrior rogues and dabble in both swordplay and the arts of stealth. They don’t care as much how they win a fight, so long as they win it. As a split class, they find it easier to get combat and rogue skills but will take longer to master these skills than their respective classes. Rangers may wear up to 35 points of armor.TheurgeThese mage rogues prefer the arts of stealth more so than others. They are more physically adept than their magic using counterparts and often become powerful without being detected. Theurges can wear up to 20 points of armor.

SPELL FOCIWhen a magic user casts a spell, they are required to use a type of “focus”. If a player does not have a

focus, they cannot cast the spell.Medallion foci are the most common and basic of the focus types. They are a 3” diameter circle with

the symbol for a path of magic inscribed onto it. A player can tie it onto their body or simply hold it. As they cast a spell, they must place a hand on the focus. They can be bought from general merchants and jewelers.

Foci can also be inscribed onto a weapon by a jeweler. In this case, the weapon acts as a focus. The incant must still be said, and if the weapon is broken, spells cannot be cast through it.

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Ring foci can be bought from jewelers of high enough level. They must be worn on the hand that the player is casting the spell from but players do not have to lay a hand on the focus like medallion foci. If the ring is broken, the spell cannot be cast.

Tattoos are similar in function to rings, though they cannot be broken except if the skin is damaged or the ink is taken out. A tattoo focus can be bought from a tattooist of high enough level. A tattooist with High Magic Necromancy can tattoo a focus to a person’s soul.

KNIGHTLY ORDERSAll orders, cults, and organized groups have secrets meant only for its trusted members. Releasing of one of these secrets is almost always considered a killing offense.

Gatrose: Knights of the Temple of Yashua

This order of knights protects the roads that lead to the Holy Land of Yashua which lies along the Nein shore of the TohToh Sea. They have forts set up in many countries along the roads to protect pilgrims on their journey to the holy lands.

Prerequisites: Grandmaster by third level and Grandmaster Skill +1 by fifth level. Order of the Grand

The Order of the Grand is the main knightly force in Gatrose. They insist on helping others in their affairs and will not turn down a cry for help from a lawful citizen.

Prerequisites: Noble Gatrosian Warrior. Must have great sword skill at start. May not have dealings with users of the Path of Chaos.

Traits: Can buy Magical Law Effects.Flarosa:

Order of Épée They are Flarosa’s elite forces and leaders of the lesser orders. They are noble and proud,

claiming to be the most powerful force in all of Mekumade.Prerequisites: Noble. Must have long sword, shield, Death Strike, and Parry by third level and

Melee Master by fifth level. Order of Couteau

These are Flarosa’s lesser forces, generally lead by the Order of Épée. They make up the majority of the forces in Flarosa and fight alongside their brother order.

Prerequisites: Yeoman. Must have Critical Strike and Deflect by second level. Can rise into the Order of Épée as a yeoman if they meet the requirements and prove themselves in battle.Ratoss:

Keepers of the Flame Every Ratoss village has at least one Keeper of the Flame. They are responsible in keeping the

fires lit in the cold north lands. They are useful to most other countries and are therefore welcome within their borders. The Keepers of the Flame believe themselves to be important but not superior.

Prerequisites: Ratossan. Must have a weapon skill. Required to help citizens.Traits: Can buy Magical Fire Effects

Zestav These are the border guards and police of the frontiers. They can be brutal and quick to enact

force upon those that they believe to be criminals.Prerequisites: Noble or Yeoman. Long sword or long spear skill, Death Strike, Parry, and Feint

by third level. Must draw blood anytime they pull their weapon.Eero:

Order of the Iron Pillar They are the standing army of Eero. Their forces are numerous and aim to overwhelm their

opponents with their numbers. Prerequisites: Must have Long Sword, Shield, Death Strike, Parry, and Wear Extra Armor by

third level.

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Order of Guthdeth The Order of Guthdeth consists of specialized soldiers. They wear heavy armor and don’t leave

a battle until it is over. A knight of the Order of Guthdeth is truly a force to be reckoned with.Prerequisites: Must have Great Pike and Crossbow Skill +1, Critical Strike, and Deflect by third

level. Must never retreat from a battle or else be exiled from the order.Helea:

Brotherhood of Bronze These soldiers originate from the Helean state of Tsarpa, a culture based on brutality and war.

They believe that the best thing a person can achieve is a glorious death in battle. Due to previous conflict, they hold a long lasting hatred toward Nein. It is said the women are often more fierce than the men.

Prerequisites: Must have Long Spear and Shield weapon skills, Style Mastery, and Read & Write Helean by third level. Must never lose their shield or else be executed, generally by one’s own mother.Dwarf:

Order of Tronjheim These dwarves protect the underground entrances of their hidden cities from invaders. They

are essential for a strong fortress due to the terrible beasts that lie below the earth in the underdark.Pre-requisites: Must start with a Great Weapon, Wear Extra Armor, and Blind Fighting

MAGE ORDERS Druids

Druids are traditionally Elves and Fairy, but any race can play as Druid (unless otherwise stated in the racial description). Druids have taken it upon themselves to oversee the delicate balance of nature, and protect the world's forests and the animals that live in them from unnecessary destruction and deforestation. Druids are also powerful healers, who congregate in small Druidic Enclaves where the young are trained, and injured travelers cared for.

Prerequisites: Cannot be nobleTraits: Can buy Commune with Spirit, Commune with Nature, Eidetic Memory, Empathy, and

starts with Speaks DruidicIn School Paths: Nature, Life, Mind, and One Element of the Player's choosing

Self-Taught Not all mages are raised in an order and formally trained how to harness Mana. Some mages

simply have a natural talent for spell weaving and where lucky enough to find an old sorcerer or tome to learn from. Although somewhat looked down upon by mages of Orders, self-taught Mages are still useful in their chosen fields of magical practice.

Prerequisites: Cannot be nobleIn School Paths: Any three approved by Plot.

Order of Enlightenment This order of mages collects, preserves, and distributes knowledge in all its forms. Members of

this order are often sent to various locations to collect personal knowledge. If they discover something new, it is their duty to study all they can about it and add their findings to the order's vast fountain of knowledge.

In School Paths: Charm, Cosmic, Warding, Mind Order of Yashua’s Hand

This is the mage branch of the Order of the Temple of Yashua. They assist the knights in monasteries and by healing those wounded or tired from travel. They are also the most common resurrectionists.

Pre-requisites: Yeoman or NobleIn School Paths: Life, Soul, Body, Warding

Order of Seasons This Ratossan order focuses on harnessing the power of the four basic elements. They are

helpful in towns and powerful in battle.

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Prerequisites: Noble. RatossanIn School Paths: Fire, Water, Earth, Air

Order of the Iron Cross These Eeroan mages stand amongst the knights in battle. A mage of the Iron Cross is bound by

honor to never desert a battlefield or decline an honor duel against another magic user. This order is known to bestow the rank of knight to its experienced members.

Prerequisites: Eeroan Noble. Must carry a long weapon. Knights must forge their own Iron Cross.In School Paths: Fire, Earth, Body, Mind

Order of Lieske This order was founded by the wizard Erich Lieske, originally of the Order of the Iron Cross.

Many years later while Eero was fighting Shikai, he went mad with power and decided to stop Shikai forces from invading Eero by sinking the hills between the two countries and turning Lake Toh into the TohToh Sea. His order is now based on keeping peace and quickly stopping revolt.

Prerequisites: EeroanIn School Paths: Earth, Water, Nature, Charm

Cult of Necrom These dark mages serve Necrom, the dark lord of undeath. They are independent for the most

part but have strong ties to the order and will obey any order Necrom bestows upon them.Prerequisites: Must buy Commune with NecromIn School Paths: Death, Blood, Soul, Chaos

Witches Covens These sisters often share bonds even between covens. They generally do not see things as

inherently good or evil. While the Sisters of Dusk ally themselves to vampires, the Coven of Nature’s Daughters ally themselves with druids but have a more aggressive nature. The Coven of the White Maidens finds their allies amongst the peasantry and isn’t above cursing nobles if it means protecting themselves and their allies.

Pre-requisites: Must be female. Sisters of Dusk can buy Speak Dark Tongue.White Maidens In School Paths: Life, Body, Soul, DeathSisters of Dusk In School Paths: Death, Blood, Soul, CharmNature’s Daughters In School Paths: Nature, Charm, Death, and Earth or Water

PALADINIC ORDERS Order of the Emperor's Grace

This order is charged with taking care of the impoverished through their series of missions set up around large population centers. They must do their best to care for the poor and will help provide for the food and protection of the population in times of need. A member of this order cannot refuse a request for help if it would not be a major inconvenience to the member and any member found abusing or ignoring the impoverished will be cast out. Noble member of this order may practice any trade skill (except Porter and Miner) so long as it is for charitable purposes.

In School Paths: Life and one Elemental path (Fire, Earth, Water, or Air) Knights of the Tau

This order is responsible for responding to major incidents of disease and natural disasters in the nation. They are often the first to arrive to help in rescue efforts and can be seen providing medical aid to people immediately after any incident and stay in areas stricken by plagues and diseases until the situation is resolved.

Prerequisites: First AidIn School Paths: Life and Charm

Order of the Bulwark This group typically finds its members in the front lines of any force attempting to take a castle

or other fortification. This order is very close to the monks who follow the Masters of Body, Life, and Law and are more likely to share a measure of faith with them than the general population. After taking

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a fortification they are responsible for occupying it and preparing it for habitation by allied forces. A few always stay behind to guard the newly gained holdings.

Traits: Members are assumed to have readily available teachers for Faith level 1 for Body, Life, or Law.

In School Paths: Body and Warding. Order of Alcantara

Members of this order are responsible for the building of roads, bridges, and castles to improve the productivity of the various regions of the nation. They are also responsible for the protection of the roads and bridges from threats of nature or man. They are renowned architects and engineers as well as enemies to bandits and the saving grace of ambushed travelers.

Prerequisite: First AidTraits: Members of this order are considered to have an available teacher for Scholar

Engineering. In School Paths: Body and Earth

ROGUE ORDERS Society of Genteel Pursuits

This group of nobles has taken up the pursuit of alchemy as a hobby and an intellectual pursuit. Their meetings represent fantastic opportunities for these nobles to discuss politics and alchemical projects. All that join the group must sign an agreement to never use their alchemical skill to harm any other member of the society.

Prerequisites: Noble, Poison Lore, Alchemy 6 Cartel Centraal

This cartel deals in all things illegal and frowned-upon. Their exact identity is never directly pinned down and nobody knows from what country they originate. The unfortunate that owe debts to this group either find a way to pay up or find a dagger lodged in their neck.

Prerequisites: 6 Levels in Merchant, Herbalist, or Alchemist The Keepers

This brotherhood of assassins takes contracts for noble targets and eliminates them with quickness from the shadows. The order has its own motives as well: to keep the nobilities powers in check. The brotherhood doesn’t often make their own moves, but the idea is enough to strike fear into many would-be greedy men and women.

Prerequisites: Rogue, Ranger, or Theurge. Cannot be Urgal, Sauran, or Ikan

MISCELLANEOUS ORDERS Brotherhood of Lazarus This group consists of knights damned through no fault of their own. Those stricken with

vampirism, lycanthropy, or undeath against their will are put into this special order which places itself in the most dangerous areas of the world to fight off monstrous creatures or other deadly enemies as a way to pay penance for their newly tainted souls. They seek to master control of themselves in the hopes of one day reincorporating themselves into society. This order will accept a person of any race or gender who holds genuine convictions of wanting to live a normal life.

Order of the Golden Fleece This is a mostly autonomous group that is responsible for hunting down the evils in the land in

accordance to the king of Gatrose. This typically consists of hostile necromancers, werewolf packs, coteries of vampires, encroaching extra planar forces, and even the occasional dragon. They are responsible for policing themselves for the most part except for charges of murder of nobility.

Berserker Cults These cults are known for their brutality and ability to quickly slaughter all in their path. They usually do not wear armor and do not care for talking to their enemies.

Traits: Can buy Natural Armor and Battle Rage.

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SKILL CHARTSThe following charts show various skills available to players along with costs per class and any

prerequisites that may exist for that skill. Skills in italics must be taught by an Instructor with the appropriate skill and instruction slots after character level 2.

RACIAL SKILLSSkill Cost PrerequisiteBattle Rage 5 Barbarian Cults, MonstersCommune with Nature 4 Druids, Wood Elves, FaerieCommune with Spirit 1 NoneCommune with Spirits 3 Commune with Nature or Commune with SpiritEidetic Memory 0 DruidsEmpathy 0 DruidsFlee 4 FaerieKeen Senses 0 Faerie, some othersNatural Armor 1/4 Monsters, Monks, some othersNatural Conceal 3 Wood Elves, FaerieMagical [Effect] 1/2 Spell Level Faerie, some othersResist Disease 2 -Immunity to Disease 2 Resist Disease x2Resist Fear 2 Some OrdersImmunity to Fear 2 Resist Fear x2Resist [Path] 3 Faerie, IkanImmunity to [Path] 3 Resist Path x2Resist Magic 8 -Immunity to Magic 8 Resist Magic x2Resist Poison 5 Ikan, some othersImmunity to Poison 5 Resist Poison x2+ Strength 10 Monsters, Saurans+ Constitution 8 Monsters, Saurans, DwarvesCapture Magic 8 -Control Rage 5 Battle RageBlood Rage 7 Control RageAdvanced Wear Extra Armor 1 Wear Extra ArmorRepair Natural Armor 3 Natural Armor

TRADE SKILLSSkill Level

sW R M PL MK RN TH

Trade Skills 1-10 2 2 2 2 2 2 2 See descriptions in next section.

SCHOLAR SKILLSSkill Level

sW R M P

LMK RN TH Prerequisites

Astrology 3 3 3 3 3 3 3 -Estimate Value 3 3 3 3 3 3 3 -First Aid 3 3 3 3 3 3 3 -Focus Tattooing 3 3 3 3 3 3 3 Tattooist 5, Read & WriteInstruction 3 3 3 3 3 3 3 -Enchanting 6 4 3 4 4 5 4 Read & WriteLegend Lore 1 - 10 2 2 2 2 2 2 2 -Poison Lore 6 3 4 5 4 3 4 Read & Write

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Read & Write 3 3 3 3 3 3 3 -Scholar [Area] 3 3 3 3 3 3 3 Read & WriteSpeak Language 1 1 1 1 1 1 1 -Polyglot 9 9 9 9 9 9 9 -Meditation 3 3 3 3 3 3 3 -

MAGIC SKILLSSkill W R M PL MK RN TH PrerequisitesIn School Path 5 4 2 3 4 5 3 -Out of School Path 10 8 4 6 7 10 6 -Magic Mastery 50 45 30 38 40 45 35 -CP per Mana 1-50 2 1 ½ ½ 1 2 ½ Spell PathCP per Mana 51+ 3 2 ½ 1 1 2 1 50 ManaControl Magic 12 9 6 9 9 10 7 50 ManaSpell Surge 12 9 5 7 8 10 7 Control MagicSpell Blast 12 9 5 7 5 10 7 Control MagicRead Magic 6 6 4 5 8 6 5 Read & WriteComprehend Magic 10 8 6 7 4 9 7 Read MagicUmbral Perception 5 6 3 4 4 6 4 -Umbral Projection 7 8 5 6 6 8 6 Umbral PerceptionUmbral Combat 5 6 3 4 4 6 5 Umbral Projection

Faith Levels 12 12 12 12 8 12 12 Must have faith in a Master

WEAPON SKILLSSkill Damage W R M PL MK RN TH PrerequisitesNon-weapon 1 pt 0 0 0 0 0 0 0 -*Brawling 1 pt 1 1 2 1 1 1 2 -Small Weapon 1 pt 2 2 2 2 2 2 2 -Short Weapon 2 pts 2 2 4 3 2 2 2 -Long Weapon 3 pts 3 4 5 4 4 4 5 -*Two-Handed Weapon 4 pts 4 5 6 5 5 5 6 -*Great Weapon 5 pts 5 6 7 6 6 6 7 -Sling +1 pts 3 4 5 4 4 4 5 -Atl-atl +2 pts 3 4 5 4 4 4 5 JavelinBow 6 pts 6 10 15 12 9 8 13 -Crossbow 3 & 10 pts 5 9 15 12 8 7 12 -All Small Weapons 4 4 6 5 4 4 5 -Master Weapon Set 8 10 14 10 8 8 12 -One-Handed Master 9 11 15 11 11 10 13 -Two-Handed Master 12 14 18 14 13 13 16 -Melee Master 15 18 20 18 16 16 19 -Ranged Master 12 15 18 15 13 13 16 -Grand Master 30 40 50 40 40 35 45 -Shield 5 10 15 7 7 7 12 -Thrown 3 3 6 4 3 3 4 -Florentine Style 3 3 6 4 3 3 4 Weapon SkillTwo Weapon Style 2 2 3 3 2 2 3 Florentine StyleBlades Style 2 2 3 3 2 2 3 Two Weapon StyleStyle Mastery 10 15 25 15 13 12 20 Weapon SkillBlind Fighting 3 3 6 4 4 3 5 -Underwater Combat 3 3 6 4 4 3 5 Weapon SkillOne-Handed Block 4 6 8 6 6 4 8 Two-Hand Weapon

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*One-Handed Damage 4 6 8 6 6 4 8 One-Handed BlockTwo-Handed Damage 4 6 8 6 6 5 7 One-Handed WeaponWear Extra Armor 1 2 4 2 2 2 3 -Field Repair 1-10 1 2 4 2 2 2 3 -

*Requires approval of a Plot for a player to use.

STEALTH SKILLSSkill Levels W R M PL MK RN TH PrerequisitesDisable Device 1-10 5 3 5 5 4 4 4 -Perception 2 1 2 2 2 1 1 -Alertness 3 2 3 3 3 2 2 PerceptionSize Up 2 1 2 2 2 1 1 PerceptionSleight of Hand 6 3 6 6 5 4 4 -Lucky 5 4 5 5 4 5 5 -Escape Bonds 8 4 8 8 7 6 6 -Labyrinthine Mind 7 3 7 7 6 5 5 Escape BondsCheat Death 12 8 12 12 11 10 10 Labyrinthine MindFeign Death 7 5 7 7 6 6 5 -Hide 6 3 6 6 6 4 4 -Hide Others 6 3 6 6 5 4 4 HideSurprise 5 2 5 5 5 4 4 HideUntraceable 4 2 4 4 4 3 3 HideWaylay 12 6 12 12 10 9 9 Weapon Skill

WEAPON ATTACKSSkill Level

sW R M PL M

KRN TH Prerequisites

Expert Attack +1 1-5 1 2 3 1 1 1 2 Weapon SkillSkill +1 5 5 10 5 5 5 5 Expert Attack +1 x5Expert Attack +2 1-5 1 3 3 2 2 1 3 Skill +1Skill +2 5 5 10 5 5 5 5 Expert Attack +2 x5Expert Attack +3 & up 1-5 1 4 3 2 2 2 4 Skill +2Skill +3 & up 5 5 10 5 5 5 5 Expert Attack +3 x5Master E.A. +1 1-5 2 3 6 2 2 2 4 Master Weapon SkillMaster Skill +1 5 5 10 5 5 5 5 Master E.A. +1 x5Master E.A. +2 1-5 2 4 6 3 3 3 5 Master Skill +1Master Skill +2 5 5 10 5 5 5 5 Master E.A. +2 x5Master E.A. +3 & up 1-5 2 5 6 3 3 3 6 Master Skill +2Master Skill +3 & up 5 5 10 5 5 5 5 Master E.A. +3 x5Grand Master E.A. +1 1-5 3 4 9 3 3 3 6 Grand MasterGrand Master Skill +1 5 5 15 5 5 5 5 Grand Master E.A. +1 x5Grand Master E.A. +2 1-5 3 5 9 4 4 4 7 Grand Master Skill +1Grand Master Skill +2 5 5 15 5 5 5 5 Grand Master E.A. +2 x5Grand Master E.A. +3 & up 1-5 3 6 9 4 4 4 8 Grand Master Skill +2Grand Master Skill +3 & up 5 5 15 5 5 5 5 Grand Master E.A. +3 x5Sneak Attack +2 1-5 2 1 3 2 2 1 1 Weapon SkillBackstab +2 5 5 10 5 5 5 5 Sneak Attack +2 x5Sneak Attack +4 & up 1-5 3 1 3 2 2 1 1 Backstab +2Backstab +4 & up 5 5 10 5 5 5 5 Sneak Attack +4 x5Master S.A. +2 1-5 4 2 6 4 4 2 2 Master Weapon SkillMaster Backstab +2 5 5 10 5 5 5 5 Master S.A. +2 x5

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Master S.A. +4 & up 1-5 4 2 6 4 4 3 3 Master Backstab +2Master Backstab +4 & up 5 5 10 5 5 5 5 Master S.A. +4 x5Grand Master S.A. +2 1-5 5 2 9 4 4 3 4 Grand MasterGrand Master Backstab +2 5 5 15 5 5 5 5 Grand Master S.A. +2 x5Grand Master S.A. +4 & up 1-5 6 3 9 5 5 4 5 Grand Master Backstab +2Grand Master Backstab +4 & up 5 5 15 5 5 5 5 Grand Master S.A. +4 x5

SPECIAL ATTACKS & DEFENSESSkill W R M PL MK RN TH PrerequisitesBreak Weapon 4 5 8 5 6 5 7 Skill +1Capture Weapon/Limb 2 3 5 3 3 2 4 Skill +1Critical Strike 2 3 5 3 3 3 4 Skill +1Deaden Limb 2 3 5 3 3 3 4 Skill +1Deflect 2 3 5 3 3 3 4 Skill +1Disarm 2 3 5 3 3 2 4 Skill +1Greater Disarm 4 5 7 4 5 4 6 Skill +2, DisarmFeint 2 3 5 3 3 3 4 Skill +1Pierce 2 3 5 3 3 3 4 Skill +1Trip 3 3 5 4 4 3 4 Skill +1Weapon Ward 1 1 5 2 2 1 3 Skill +2Death Strike 7 10 13 10 10 9 12 Skill +2Evade 10 5 10 10 8 8 8 Skill +2Execute 8 5 10 10 8 7 8 Skill +2Parry 3 5 7 4 5 4 6 Skill +2Sever/Maim 5 8 10 7 8 7 9 Skill +2Spell Block 5 6 10 6 7 5 9 Skill +2Ricochet 7 8 12 8 9 7 10 Spell BlockStun 6 8 11 8 8 7 10 Skill +2Deflect Missile Weapons 3 5 7 4 5 4 6 Skill +3Chi 3 4 7 4 4 4 6 Skill +4Riposte 5 7 10 7 8 6 10 Skill +4, ParryFrenzy 7 12 15 11 11 10 14 Skill +5Catch 2 3 5 3 3 2 5

CRAFTSMAN SKILLSSkill Levels W R M PL MK RN TH PrerequisitesArmor Smith 1-10 2 3 4 2 3 2 3 -Weapon Smith 1-10 2 3 4 2 3 2 3 -Trap Making 1-10 5 2 3 4 3 3 3 -Potion Making 1-10 5 4 2 3 4 5 3 Read & WriteScroll Making 1-10 5 4 2 3 3 5 3 Read & WriteAlchemy 1-10 5 2 3 4 3 3 2 Poison LoreTattooist 1-10 5 4 2 3 4 5 3 -

Characters can take levels in a specialty craft for -1 CP to a minimum of 1.

MASTER CRAFTSMAN SKILLSSkill Levels W R M PL M

KRN TH Prerequisites

Armor Smith 11-15 3 4 5 4 4 4 5 Armor Smith 10Weapon Smith 11-15 3 4 5 4 4 4 5 Weapon Smith 10Trap Making 11-15 6 3 4 5 4 4 4 Trap Making 10

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Potion Making 11-15 6 5 3 4 5 6 4 Potion Making 10Scroll Making 11-15 6 5 3 4 4 6 4 Scroll Making 10Alchemy 11-15 6 3 4 5 4 4 4 Alchemy 10

ZERO COST SKILLSSkill PrerequisitesResistant Armor Armor Smith 11Elven Armor Armor Smith 12Master Crafted Elven Armor Armor Smith 13Ancient Helean Armor Armor Smith 14Master Crafted Ancient Helean Armor Armor Smith 15Silvered Weapon Weapon SmithLimited Weapon of Quality Weapon Smith 11Limited Master Crafted Weapon Smith 12Venom Weapon Weapon Smith 13Weapon of Quality Weapon Smith 14Exceptional Weapon of Quality Weapon Smith 15Master Crafted Weapon Weapon Smith 15Compound [Armor/Weapon] [Armor/Weapon] Smith 15Enchantable [Armor/Weapon] [Armor/Weapon] Smith 15Enhanced Scrolls Scroll Making 15Enhanced Alchemies Alchemy 15High Magics 50 Mana, specificsHigh Magic Communing ¾ of 3 paths: Chaos, Mind, Cosmic, SoundHigh Magic Divination ¾ of Law, Mind, and NatureHigh Magic Enchantment ¾ of 3 paths: Charm, Cosmic, Warding, LawHigh Magic Evocation ¾ of 3 standard damage pathsHigh Magic Necromancy ¾ of Death, Blood, and SoulHigh Magic Resurrection ½ of Life, Body, and SoulHigh Magic Summoning ¾ of 1 Elemental Path, Nature and CharmHigh Magic World Effect ¾ of Lunar, Solar, Warding and ArcaneHigh Magic Family Mastery ¾ of spells in all paths in a family of magicField Resurrect High Magic ResurrectionResurrect High Magic Resurrection

SKILL DESCRIPTIONSRacial Skills

Racial skills are those skills which a character has an innate talent for due to their race. These skills can be bought without an instructor, so long as the prerequisites are met and the character has the available character points. Battle Rage

This ability transforms the character into a savage fighter who feels neither pain nor fear, and lusts for battle. Once this ability is activated, the character gains +2 to damage on all weapons from the strength and ferocity of his attacks, gains +10 Stamina to fuel his special attacks, and 10 body points. He is also immune to Fear effects. However, the character’s judgment is clouded by his rage and any character will be a target, except those that are recognized as part of his clan. Opponents are considered to be any conscious creature nearby. A character under this effect may still strike an opponent he watched fall for no apparent reason. When this ability has run its course, the character falls to 0 body regardless of his condition for 10 minutes, unless already at -1 body. All body enhancing spells or effects end at this time, including AID and EMPOWER. This ability is usable once per day for each time the skill is purchased. This ability is activated by announcing “Battle Rage!”

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Commune with NatureThis ability allows the character to achieve an altered state of consciousness, in which they are

aware of the bio-systems of the environment around them. The character will become aware natural or unnatural influences on the environment, such as a large number of powerful undead, faerie creatures, world magics, or a new in-flux of natural creatures. Note this will give general locations, not exact coordinates. The larger an area that is covered, the more time is needed to be spent in meditation. Commune with Spirit

This skill allows a character to communicate with a single spirit or power. Each communing operates under unique requirements. This skill does not confer a favorable response or guarantee the safety of the communer. A communer may actually be attacked and harmed by the spirit or possessed by the spirit. This is not a safe skill! Commune with Spirits

This skill allows the character to discover a method of communication with multiple spirits or powers. Each communing operates under unique requirements. This skill does not infer a favorable response or guarantee the safety of the communer. A communer may actually be attacked by the spirit and harmed or possessed by the spirit. Research will improve the chance of a favorable response to a communing. While a simple direct communing can be done it is even more dangerous. Eidetic Memory

This ability allows the character to retain long strings of information without physically recording it. This skill will act as Read & Write for many prerequisites. The following are notable exceptions: Scroll Making and Comprehend Magic. See Plot for more information. Empathy

This ability allows the character to communicate on a basic level. This is not a speak-with-creature ability. Characters with this ability will be able to better understand the behavior and reactions of the creatures to which they are attuned. This will detect urges and emotions. This does not allow the character to directly communicate with the creature. Finally, the character will not be attacked by the creature unless the character begins the combat or the creature is controlled or trained and under orders to attack. Flee

This ability allows the character to escape combat by running at an increased rate of speed away from the battle. This ability requires a 3 count during which the character is vulnerable to attack. To return to the area of the combat, the character must spend 3 minutes in game to return. This skill may also be used to double the speed the character may normally travel for one trip per use of the skill. This skill may be used once per day for each time purchased. Keen Senses

Certain Faerie and other races have access to keen senses which enhance their ability to interact with the world around them. Keen Scent will allow a character to detect, but not identify, poisons in food and drinks with a 10 count, and add 2 successes to a tracking pick. Keen Sight will allow a character to see things farther away, or closer things in detail, with a 10 count, and add 1 success to a tracking pick. Keen hearing allows a character to go out of game and listen to a line of sight conversation. This does NOT give the character the ability to understand what is said. See Plot to see what races have access to this skill. Magical [Effect]

Magical Effects act as spells and can go through normal shields. Characters of appropriate race or those that are imbued with the ability to obtain Magical Spell Effects may purchase Spell Effects at one-half CP per level of spell. Players must spend 1 full CP if they wish to purchase a Spell Effect. 1 CP may purchase 2 first level spells or may use one-half of the CP to help purchase another Spell Effect that would cost 3.5 CP, for example, such as the 7th-level Regenerate. These spells are cast as magical spells and are not blocked by shields. The call is announced “Magical [Effect],” such as “Magical Renew.” A weapon with appropriate spell foci may be used to strike a magical spell effect. Natural Armor

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This ability means that the character possesses a natural ability to avoid damage. Natural Armor acts like man-made armor, protecting the character from a specified amount of damage. Once the Natural Armor takes damage equal to its rating, all subsequent damage is taken as Body damage. A characters’ Natural Armor is healed 3 times as fast as Body points. If a character with Natural Armor and full body is healed for 6 pts of damage the character receives 18 pts of Natural Armor. Natural Armor may not be healed until the character is at full body. Natural Armor may not be repaired like man-made armor. This type armor is never breached. If the character has enough Natural Armor left to absorb all the damage of a Waylay, the Waylay has no effect except damage. Also Natural Armor will protect a character from the effects of weapon delivered contact poison, so long as the character has enough Natural Armor to absorb all the damage from the weapon. The Maximum value of a character’s natural armor is limited by the character’s class, but can be enhanced with the skill Wear Extra Armor. Natural Conceal

This ability allows the character to hide as per a natural version of the Nature spell Conceal. This ability is not affected by a Suppress Enchantments, Dispel Enchantments, Detect Enchantments, or any spell or effect, which targets magical effects. It lasts for 1 hour from the time activated and takes a 3 Count to activate, recited as “Natural Conceal 1, Natural Conceal 2, and Natural Conceal 3.” A character must remain in place while using this skill. Natural [Effect]

Natural Effects are natural versions of spells. Characters of appropriate race or those that are imbued with the ability to obtain Spell Effects may purchase Spell Effects at one-half CP per level of spell. Players must spend 1 full CP if they wish to purchase a Spell Effect. 1 CP may purchase 2 first level spells or may use one-half of the CP to help purchase another Spell Effect that would cost 3.5 CP, for example, such as the 7th-level Regenerate. These spells are cast as Natural spells and are blocked by shields, but the shield has the option of accepting the spell or not. The call is announced “Natural [Effect],” such as “Natural Renew.” A weapon with appropriate spell foci may be used to strike a natural spell effect. Resist Disease

This ability allows the character to resist the effects of one disease or infection either magical or natural per day for each time the skill is purchased. This ability is announced “Resist Disease.” Immunity to Disease

This ability makes the character immune to all forms of natural and magical diseases. This does not include infections, transformations, or curses. Resist Fear

This ability allows the character to resist natural and magical fear effects per day for each time the skill is purchased. This ability is announced “Resist Fear”. Immunity to Fear

This ability makes the character immune to all forms of natural and magical fear. Resist [Path]

This ability allows the character to resist the effects of one spell or effect from the appropriate magical path per day for each time the skill is purchased. This ability is announced, “Resist [Path]” where [Path] is the appropriate spell path such as “Resist Charm.” Immunity to [Path]

This ability makes the character immune to chosen path spells and effects and may not turn off the ability once purchased. Resist Magic

This ability allows the character to resist the effects of one magical spell cast upon them per day for each time the skill is purchased. This ability can be used on any spell from any path of magic. The character announces “Resist Magic”. Immunity to Magic

This ability makes the character immune to all spells and magical effects, and they may not turn off the ability once purchased.

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Resist PoisonThis ability allows the character to resist the effects of one poison either alchemical or natural

per day for each time the skill is purchased. This ability is announced “Resist Poison”. Immunity to Poison

This ability makes the character immune to alchemical and other poison effects and may not turn off the ability once purchased. +1 Strength

This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in. The Character may also carry up to 85 pounds unencumbered to a maximum of 170 pounds encumbered. A player who can physically bench press 220 pounds may buy this skill. Orcs, Saurans, and Gnolls may buy this skill. +2 Strength

This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in. The Character may also carry up to 110 pounds unencumbered to a maximum of 200 pounds encumbered. A player who can physically bench press 255 pounds may buy this skill. Ogres may buy this Skill. +3 Strength

This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in. The Character may also carry up to 170 pounds unencumbered to a maximum of 250 pounds encumbered. A player who can physically bench press 280 pounds may buy this skill. Ogres may buy this skill. Blood Rage

This skill allows a character to enter a state of consciousness in which he feels neither pain nor remorse. A character under the effects of Blood Rage gains +3 damage with all weapons he wields, +15 stamina, and +20 Body Points, can cast spells while taking damage, and gains immunity to Fear, Sleep, Stun, Command, and Feeble mind effects. Under the effects of this skill, the character will attack anyone including allies and blood relatives. He may, of course, attack known enemies before he turns on others. At the end of a Blood Rage, the character falls dead and begins his death count (4 minutes) as though he has received a killing blow. This skill is not an excuse to charge or cause any physical contact. This skill may be used once per day for each time purchased, and is activated by announcing “Blood Rage!” Capture Magic

This ability allows the character to absorb the energy of a spell directed at him, granting the character the ability to cast the spell that was absorbed at any time within the next 24 hours. The character generates the same effect that he absorbs; for example, a spell Natural Command is generated as a Natural Command. The use of this ability triggers the appropriate spell defense if the character possessed it. For instance, if the character absorbs a fire spell while carrying an active Fire Shield, the Fire Shield is used and the character absorbs the spell. The Capture Magic ability is usable on one spell per day per time the skill is purchased. If the character dies the captured effect is lost. You may not keep a captured effect longer than a single game day. This ability is announced “Capture Magic.” Control Rage

This skill allows the character the ability to control his anger and emotions to an almost superhuman extent. A character with this skill may end the effects of his own Battle Rage at any time, leaving him still conscious with 1 Body and no Body or Armor protectives. A character may also choose his target when he is under a Berserk effect. Control Rage may also end Blood rage, but not stop its end effects. Advanced Wear Extra Armor

This skill allows a character to wear 3 more armor points than his class is normally able to for each time the skill is purchased past the skill “Wear Extra Armor”. For example, a Mage who buys this skill twice would be able to wear up to 6 points of armor. This ability cannot be used to increase the

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maximum amount of armor able to be worn due to a racial limitation. The maximum Wear extra armor for a character is 90 points of armor.

Trade SkillsEach level of a Trade Skill gives the character a different ability. In addition it gives the

character 5 copper pieces per level per game day. For kills that allow a character to identify items, components, creatures, etcetera, the character must complete a 10 Count to use the skill. For skills that allow a character to obtain items, components, etcetera, the character must complete a 30 Count to use the skill unless specified. Craftsman Other

This is a grouping of all miscellaneous craftsman skills. It includes any type of craft such as baker, tailor, and cooper, and mason, and teacher, candle maker, etcetera. Forester

This skill allows the character to take care of plants and trees. He is able to determine if a plant is natural or magical, if it is indigenous to the forest or another place. The character can also know the animals indigenous to the forest whether natural or magical. He may also recognize the presence of new creatures in the woods. This skill does not function with water; the underwater equivalent is Oceanology, which functions in all ways like forester, but only underwater.

Level

Ability

1 Detect/Identify natural plants2 Detect/Identify magical plants3 Detect/Identify natural animals4 Detect/Identify magical animals5 Recognize new animals or plants in the area6 Calm wild animals7 Harvest special components8 Speak with natural animals9 Speak with magical animals10 Commune with Nature

Furrier/Tanner This skill allows a character to recognize animals natural and magical whose hides can be made

valuable articles. He is able to harvest these hides of beasts and repair the damage done to it in process of capturing or skinning. The character knows how to treat the hides so they will bring the best prices.

Level

Ability

1 Identify and harvest valuable natural fur2 Identify and harvest valuable natural hide [Hide I]3 Identify and harvest valuable magical fur4 Identify and harvest valuable magical hide [Hide II]5 Recognize valuable natural armor6 Repair natural fur7 Repair natural hide8 Repair magical fur9 Repair magical hide10 Cure Dragon hide [Hide III]

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Gem cutter/Jeweler This skill allows the character to determine the approximate value of various gemstones, and

allows the character to increase the value of the gems by cutting or setting them in appealing shapes. The value may be increased by 3% per level of this skill.

Level Ability1 [3%] Create settings2 [6%] Identify gem stones3 [9%] Identify Mana Gems4 [12%] Cut soft stone5 [15%] Estimate value of gem6 [18%] Estimate value of jewelry7 [21%] Cut hard stones8 [24%] Determine nature of Mana Gems9 [27%] Create item worthy of enchantment, Craft Foci10 [30%] Cut Mana Gems and Soul Crystals

A Jeweler of 9th level or better can make 10 paths of spell foci per production (Master = 6 paths for production value). The number of paths a focus will have is reflected in its cost to make. Below is a chart of the cost to construct spell foci. However a Jeweler may set his own prices for them.

Item 1 Path 2 Path 3 Path 4 Path 5 Path MasterMedallion 5 cp 1 sp 2 sp 4 sp 8 sp 2 gpItem 1 sp 2 sp 4 sp 8 sp 16 sp 4 gpRing 2 sp 4 sp 8 sp 16 sp 3 gp 8 gp

Herbalist This skill gives the character knowledge of herbs, plants, fungi, and other plant or animal

products and how to properly harvest them to produce alchemical substances, scroll ink, magical potions and other products. A character with this skill can determine if a substance is natural or magical. Harvesting a special component precludes harvesting any other components from the creature or plant.

Level Ability1 Detect/Identify natural plant product2 Detect/Identify natural animal product3 Harvest natural product [Herbals]4 Detect/Identify magical plant product5 Detect/Identify magical animal product6 Harvest magical product [Magicals]7 Detect/Identify alchemical poisons8 Detect/Identify magical potion9 Alchemize blood for natural substances, harvest special component10 Alchemize blood for magical substances

Masseuse/Masseur This skill gives the character the ability to massage a person with the skill of a professional. This

skill includes a working knowledge of humanoid musculature and skeletal structure, allowing the masseuse to relive certain ailments of the muscles or the joints. A character with skill is able to produce a number of effects through a massage by working certain muscles or nerves. Each one of these affects requires 10 seconds of massage per level to take effect, with the exception of First Aid. These abilities do not work on beings without a metabolism.

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Level Ability1 Remove Fear2 Remove Paralysis3 Remove Stun, Deaden4 First Aid5 Cause Sleep6 Cause Stun7 Cause/Remove Weakness8 Cause/Remove Maim Limb9 Cause Paralysis10 Killing Blow

Merchant/Trader This skill allows the character to make deals, barter, arrange transactions, and find supplies with the skill of a professional. A character with this skill is used to run a lucrative trading business and with the proper history or role-playing has access to a wide range of business contacts. The items listed are based on in-game rarity. The level needed to obtain the items specified may change due to in-game reasons without notice.

Level Ability1 [3%] Ore I, Herbal I, Hide I2 [6%] Magical I3 [9%] Items made from Level I components4 [12%] Ore II, Herbal II, Hide II5 [15%] Magical II6 [18%] Items made from Level II components7 [21%] Ore III, Herbal III, Hide III8 [24%] Magical III9 [27%] Items made from Level III components10 [30%] Special Requests

Miner This skill allows a character to recognize the signs of the presence of minerals in the area. He

can inspect to find veins of various minerals recognize and estimate the amount of minerals in a place, mine veins of minerals and smelt the ores he finds. In addition a character with this skill can recognize natural and artificial stonework and its quality. The length of time to mine these minerals can vary.

Level Ability1 Detect/Identify valuable minerals2 Mine soft stone [Coal]3 Mine hard stone [Granite, Obsidian]4 Mine soft metal [Gold, Silver, Lead]5 Detect/Identify stonework6 Mine hard metal [Iron]7 Estimate worth of a vein8 Mine gemstones

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9 Prospect new mineral veins10 Mine magical crystals

Porter This skill allows the character to carry more weight than most can. Each level increases how much

the character can carry unencumbered by 8 percent per level of porter. Thus a human porter, level 10, can carry 90 pounds unencumbered, and up to 180 pounds at a slow walk.

Tracking This skill allows the character to track a creature through an area. Tracking can also alert the

character to information about the creature he is tracking depending on the level of the tracker and quarry. This skill can also be used to counter another character’s tracking.

Level

Ability

1 Follow trail, identify general type of creature2 Identify specific type of creature3 Identify where it is heading4 Identify the approximate # of creatures5 Identify the approximate size and age6 Identify the pace of the creature7 Identify how recent the trail is8 Identify the relative health of creature9 Tell if creature is being used as mount or pack animal10 Track non-corporeal creature

Tattooist This skill allows a character to tattoo other creatures. At level 5, this allows the player to

purchase the skill Focus Tattooing. The prices are the same as they are for jewelers creating foci.

Level Ability1 Tattoo simple, 1’’x1’’ designs2 Tattoo simple 3’’x3’’ designs3 Tattoo complex designs, up to 5’’x5’’4 Tattoo complex designs, up to 10’’x10’’5 Can buy Focus Tattooing6* Can tattoo 1 path Foci7* Can tattoo 2 path Foci8* Can tattoo 3 or more path Foci9* Can tattoo master Foci10* Can tattoo a focus to a creatures soul

(requires High Magic Necromancy)*Requires Focus Tattooing

Scholar Skills Astrology

This skill enables a character to read the stars, determine the destiny of a person, the outcome of a quest, or minor divination. Astrology is not completely accurate and sometimes no information is forthcoming at all. See Plot for more details.

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Estimate ValueThis skill allows the character to determine the approximate value of the various items that are

found, such as furs, gems, jewelry, etc. First Aid

This skill includes a host of medical skills allowing the character to stabilize a person who is dying at -1 body, but not by killing blow. This use of first aid requires a full minute of work. If first aid is interrupted the death count continues from where it left off. First Aid must begin again at the beginning to be effective. First Aid can also be used to determine the relative health of a creature after examination and a 10 count. Focus Tattooing

Focus tattooing must be done by a character with at least level 5 Tattooist and Read & Write. If a player meets these requirements, they may purchase this skill and imbue their tattoos with magic, allowing them to act as a focus for whomever the tattoo is on. The player must know the path of magic in order to properly create the focus. If a Tattooist does not know the path, yet tattoos the symbol of the focus anyway, the tattoo will not act as a focus. However, if the Tattooist learns the path later, they may re-trace the tattoo and imbue it properly with magic. Instruction

This skill allows a character to teach another character any skill the character with the Instruction skill possesses. A character with this skill can teach up to 3 separate students at a time. He may purchase additional Instruction skills to teach 3 more students per purchase. An Instructor may also teach 1 spell per Instruction Slot to a student. Enchanting

Special crystals, known as Soul Crystals, allow characters to contain the souls of creatures they kill by Anchoring the souls to the crystals. These crystals can be placed into settings in weapons and other items to power spell effects that will be decided when the soul crystal is placed in the setting. Other items can be enchanted but must be large enough to contain the crystal and must be of the highest quality in their craftsmanship (made by a crafter with 10 levels in their craft).

There are four different types of Soul Crystals: Common, Great, Grand and Black. The souls of everyday creatures (bears, goblins, pigs) can be contained within any of these crystals. Increasingly complex, magical, or powerful creatures (trolls, drakes, giants) can be contained only in Great or Grand soul crystals. The most complex, powerful, and magical creatures (dragons, greater demons, and unicorns) can only be placed in a Grand soul crystal. The souls of creatures such as humans, elves, dwarves and other beings of similar intelligence can only be contained within Black soul crystals. Black souls are treated as Grand for enchanting purposes.

The effects that an item can be enchanted to possess are determined by the level of the soul that is used in the enchanting process. Common souls are only good enough to enchant spell effects from levels 1-5. Great souls can be used to enchant items with spell effects from levels 1-10. Grand souls may be used to enchant items with spell effects from levels 1-15. The effect being given to the item must be one known to the enchanter.

The player who enchants the item must tell Plot the exact spell they are giving the item as well as how many charges it has per time period unless it is a single use spell effect. This information will be used to create a bead pick for the enchanter after a 60 count is completed. If the count is interrupted the soul escapes the soul crystal without imparting any of its power to the item. If the count is finished and the enchanter is successful then a small part of the soul’s power is imbued into the item and the soul is set free.

Legend LoreThis skill allows a character to identify the specific enchantments or powers of a magical item, to

identify creatures, and to identify encountered phenomena through their intensive background in legends and stories. This skill can also be used to divine suitable Names for summoning spells, and for divining enchantment recipes for enchanted items. This skill grants greater knowledge with greater

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levels of the skill, and some items or creatures may not be identifiable without an appropriate level of Legend Lore.

Level Ability1 Items of Low Level Common Magic, Spell Level 1-32 Items of Mid-Level Common Magic, Spell Level 4-83 Items of Uncommon Magic, Spell Level 9-124 Items of Rare Magic, Spell Level 13-155 Items of High Magic, Single or Non Spell Effect6 Named Items of Common Use, Multiple Effects Level 1-67 Named Items of Uncommon Use, Multiple Effects Level 7-128 Named Items of Rare Use, Multiple Effects Level 13-159 Named Items of High Magic, Multiple Non Spell Effects10 Legendary Items

Poison LoreThis skill allows the character to detect/ identify poisons both natural and magical in nature.

Read & WriteThis allows the player to read anything in one language he can understand. It does not mean he

can understand code, but can try to decipher it. Without this skill, a player should not even look at parchments, as they would be meaningless. Scholar [Area]

This allows a character to research a particular area and find information about people or objects within that area. The area of expertise can be foreign nations, ancient weapons, magical artifacts, history, warfare, or any subject. Speak Language

This skill allows the character to speak another language. It is assumed that a character knows how to speak the character’s racial language unless otherwise decided. The hand sign is two fingers on the cheek while speaking the language. Polyglot

This skill allows the character to buy Speak Language and Read/Write as zero cost skills. A new character beginning with Polyglot gets 9 points of Speak Language and Read/Write skills from common local languages. Meditation

This skill allows a character to better organize and control his thoughts, memories and emotions. This skill is necessary in the recovery of psionic power as the character must keep an ordered mind to aid in the use and restoration of his psychic abilities. Meditation allows a character to regain 10% of their Mana or stamina per hour of meditating. For every hour of meditation allows a caster to gain a good bead to conquer a psychic feat. Only disciplined characters may have meditation.

Magic Skills Paths of Magic

This skill allows the character to cast any spell in the appropriate path of magic so long as he possesses enough Mana to fuel the spell. This skill also allows the character to read scrolls that contain spells from the path of magic. The skill grants the power to identify potions made from spells in that path.

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Magic MasteryThis skill allows the character to buy of Paths of Magic at zero cost. Paths of Magic the character

possesses contribute to the cost of this skill. A character may learn as many High Magics as they can find instructors for once they learn Magic Mastery. Control Magic

This Magic skill allows a character to control the duration of any spell that they have cast which has duration longer than Instant. The caster can cancel a spell with this skill by touching the affected object, person or spell effect and consciously willing the spell effect to end. Protective, Blade, and Form spells that have been cast upon the other person are considered to be cast by the person that the spell is active upon. In addition a character is capable of controlling magic of his own protectives to allow spells of his choosing to pass through without activating the protective. This is accomplished by concentration (meaning must be conscious) and calls “I accept”. Spell Surge

This skill allows a character to channel more power into a single casting of a magical spell making the spell more difficult to resist. A character using this skill channels 3 times the amount of MANA into the spell necessary to cast it and incants his spell followed by the word “SURGE”. This makes the spell irresistible and able to bash down any magical Shield spell protecting the target while still able to affect the target normally. The spell may not be Spell Blocked, Ricocheted, Shielded, or Resisted. It may be Phased or Evaded. Any spell which a creature is immune to will not gain the ability to harm the creature because it was used in the Spell Surge. Read Magic

This skill allows a character to understand magical texts that contain information or power from paths of magic they do not possess. This allows a character to identify directly any written work including scrolls. This does not allow a character to utilize the power contained within the text; i.e. may not cast from the scroll. Comprehend MagicThis skill allows a character to utilize magical texts in any path of magic. This allows a character to cast in magical scrolls of any path including paths he does not know, but it does not allow the character to memorize spells from paths he does not possess. This skill can be used to utilize high magic scrolls that contain paths the character does not know. Umbral Combat

This Scholarly skill allows a character who possesses it to actually do battle with creatures in the Umbra. Spells that affect Umbral creatures, Path of Life, Mind, Death, and Charm, foci weapons, some magic weapons, and the skill Chi may be used. Even with this skill only a limited number of spells and weapons that affect non corporeal creatures mat be used in the Umbra, Umbral Perception

This Scholarly skill allows a character who possesses it to see and detect spirit realms which cross the physical realm of Earth. Characters with this perception can see the disembodied spirits of those who have recently died and those on their way to resurrect. Characters with this skill can also detect disturbances in the ethereal planes, noting changes like rifts, portals, and gates through the planes. Affecting spiritual entities requires the character to use another skill called Umbral Projection. Umbral Projection

This Scholarly skill allows a character who possesses it to project his consciousness into the spirit realms which crosses the physical realm of Earth. Characters with this skill can affect non-corporeal entities which rely on a connection to a spirit realm to maintain their ethereal existence as though the being did not possess the ability of non-corporeal form. Only such entities and others with this skill can interact on the spirit planes. A person using this skill can take himself and ethereal versions of his possessions on the ethereal plane, but normal magical items and abilities not tied directly to the character’s spirit are left behind or transformed into non-magical items on spirit realm. Wounds inflicted in the spirit realm are real as is death. The use of this skill leaves the character’s body defenseless to conventional and magical the plane of the Earth. It requires a 30 count to leave and enter the character’s body. This skill cannot be used to enter another’s body.

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High Magic CommuningThis ability allows a spell caster to project their minds into other planes and commune with

beings there. This ability does not keep beings from attacking the spell caster or lying to the spell caster. High Magic Divination

This ability allows the character to see possible futures. See Plot for more details. High Magic Enchantment

This ability allows the character to create magic items with a recipe. Recipes may be obtained with an Enchantment Research Lab or use of the Legend Lore skill. See Plot for more details.

High Magic EvocationThis ability allows the character to enhance his spells damage. For every 10 points of base

manna, a mage will do +1 points of damage with damage spells. A mage may cast for Zero Mana, so mages with 50 Mana can cast a 5 fire spell for no Mana. High Magic World Effect [Spell]

This ability allows a character to affect every person within the sound of their voice with a single spell. This evocation increases the Mana cost of a spell five times, and can be stopped with an active Shield or Resist. This will no use up an active Shield, but will use up a Resist. High Magic Necromancy

With this high magic, a character can do much darker necromantic deeds than they could on their own. Known recipes can create enhanced undead, rip information from a person’s body, or rip a person’s soul apart to create a Mana Gem. High Magic Resurrection

This skill allows the character to learn the Resurrection skills to bring the dead back to life without the spell Renew. Field Resurrect

This skill allows a character to perform a field resurrection upon another character correctly. Their ability involves calling forth the spirit and helping it form a body. This includes performing a resurrection upon a willing recipient who has received a Spirit Anchor. Resurrect

This skill allows a character to perform a resurrection upon another character correctly. High Magic Summoning

This ability allows a spell caster to summon beings from other planes. The correct Summon / Path spell is still needed. This ability does not give the summoner power over the summoned being. High Magic Family Mastery

This ability allows a spell caster to cast spells in a specific family of magic for -1 Mana cost except for damage and healing spells.

Faith LevelsFaith represents a character’s strength of belief in a specific Master and their ability to channel

that belief to generate a number of effects. Each level of faith purchased embodies a deeper understanding of the character’s chosen Master and grants 5 faith points and access to greater powers. A high faith level brings renown throughout the lands due to that character’s piety. Powers in a level of faith cost as many faith points equaling that level in order to use.

FAITH POWERS BY LEVELFaith Level 1 Divine Blade

This power allows for a character to invoke the path of their Master on a basic level to imbue an appropriately focused weapon to inflict damage of that Master’s path. For example, a character with faith in Lir, Master of water, may spend 1 point of faith and cause his/her weapon to do ice damage. This power lasts for 5 minutes and is called, “Divine <path damage> Blade.” Resist Disease

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This power allows a character to completely ignore the effects of disease or infection of natural or magical origins. This power is announced as, “Divine Resist Disease.” Resist Fear

This power allows a character to completely ignore any fear effect of natural, magical, or alchemical origins. This power is announced, “Divine Resist Fear.” Replicate level 1-3 spell effects

At faith level 1 a character can replicate level 1 through 3 spells from the path their chosen Master represents. This power is announced, “Divine <spell name>.”

Faith Level 2 Rebuke/Control Undead

This power overwhelms the instincts of an undead creature with fear. This fear effect is line of sight and causes the undead creature to flee from the user of this power. Followers of Death and Blood will instead control these creatures instead. This power is called as, “Divine <Rebuke/Control> Undead.” Blessing

The character may imbue an item or an area with holy power of their Master. Any item created by a Craftsman or Tradesman with Level 10 in their chosen skill may be thus imbued. This allows the item to be used to channel faith effects and to be used as a focus for the corresponding path. Blessing an item takes a 10 count (Blessing item 1, 2, 3…) which will be interrupted by attacks and at the end of which the faith points will be expended. Blessing an area makes it to where creatures associated with the opposite path to that of the character’s Master may not come near the character (a person with faith in Lir, the water Master, will keep beings associated with fire away). This takes a 30 count (Blessing area 1, 2, 3…) which may be interrupted by attacks and at the end of which the faith points will be expended. The radius of the circle of protection is equal to 10 times the faith level of the character. Shape Shift

This power allows a character to transform into a creature directly related to the path of their Master. This allows the character to use the creature’s natural abilities but not its supernatural abilities. This ability has a 5 count (Shape shifting 1, 2, 3, 4, 5) during which time the character is vulnerable to attacks and after which the faith points are expended. This effect lasts for one hour or until the user ends the effect. Replicate level 4-6 spell effects

At faith level 2 a character can replicate level 4 through 6 spells from the path their chosen Master represents. This power is announced, “Divine <spell name>.”

Faith Level 3 Resist Poison

This power allows a character to resist the effects of one poison of natural, magical, or alchemical origins. This power is announced as, “Divine Resist Poison.” Divine Fury

This power allows a character to fuel themselves with their strength of faith to become a powerful fighter. Activating this ability adds +2 to the damage of all weapons, gives the character +10 Stamina and +10 body points, and renders the character immune to Fear effects. The character retains the ability to choose his or her targets and is not required to keep fighting after all the targets they wish to fight are dead. At the end of 5 minutes or a combat, whichever comes first, this ability leaves the user at 0 body (thus ending all body point enhancing spells) and unconscious for 10 minutes. This ability is announced, “Divine Fury!” Righteous Salvation

This power allows the character to invoke their Master in order to Renew a creature within its death count. Followers of Death and Blood will instead raise the character as undead. This ability is announced as, “Righteous Salvation.” Replicate level 7-9 spell effects

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At faith level 3 a character can replicate level 7 through 9 spells from the path their chosen Master represents. This power is announced, “Divine <spell name>.”

Faith Level 4 True Sight

This power allows a character to focus his or her mind to see the realities behind supernatural concealment. The character can see the true forms of creatures, see through illusions, overcome blindness, and even perceive invisible beings. This ability is announced as, “True Sight.”

Divine VitalityThis power allows the character to call upon their Master for healing. This healing will fully heal

the character’s body points and Natural Armor as well as regenerating any lost limbs. This power is announced as, “Divine Vitality.” Righteous Strike

This power causes the character’s weapon to damage even the toughest creatures as though they were significantly weaker. Specifically, activating this ability will allow the user to ignore the Damage Reduction of any creature whether natural or magical in origin. This ability lasts for 5 minutes or a combat scene, whichever comes first, and is called as, “Righteous Strike!” Replicate level 10-12 spell effects

At faith level 4 a character can replicate level 10 through 12 spells from the path their chosen Master represents. This power is announced, “Divine <spell name>.”

Faith Level 5 Protection of the Masters

This power allows the character to directly appeal to their Master as a way to protect themselves from death. This means that the character may ignore a single a Death effect of natural, magical, alchemical, or physical origin. This power is announced as, “Protection of the Masters.” Resist Magic

This ability allows a character to ignore the effects of one magical spell or effect. This ability can be used to protect from magic of any path. This skill is announced, “Divine Resist Magic.” Divine Litany

This power gives the ability to recite a short invocation to produce one of three detrimental effects on a target. The character can choose to either blind, paralyze, or outright kill the target and the cost of this power changes according to the desired effect with a cost of 1, 3, and 5 respectively. Only one creature may be targeted with this power at a time and must remain in line of sight during the entire invocation. The invocation is as follows with the user filling in the information in parenthesis in the appropriate manner: “By the power of (path Master), master of (path), I will find my strength and see my enemies destroyed. May their divine wrath aid me and smite you with (blindness, paralysis, death)!” Armor of the Masters

This power allows divine intervention to cause the character to take significantly less damage. When this skill is used, the character gains Damage Reduction equal to their Faith level for 5 minutes or a combat scene, whichever comes first. This Damage Reduction does not stack with Damage Reduction from other sources and is ignored by abilities which ignore Damage Reduction. This ability is announced, “Armor of the Masters.” Replicate level 13-15 spell effects

At faith level 5 a character can replicate level 13 through 15 spell effects from the path their chosen Master represents. This power is announced, “Divine <spell name>.”

Weapon Skills Non-weapon

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This skill allows characters to pick up any fabricated weapon and swing it for minimum (1) damage. Blocking with this weapon will result in the character taking full damage. Brawling

This skill allows characters to utilize a boffer legal “fist” weapon in each hand. This is phys-repped by a minimum length Small weapon. Damage done with this skill has a base of 1 point and can block up to half the damage the character is able to produce. For example, a character that purchases Skill +1 in Brawling can deal 2 points of damage and can block physically delivered damage up to 1 point. Brawling does not require Florentine skill to use both hands.

SlingThis skill allows a character to use a sling to launch rocks or bullets. This device allows the

damage of rocks or bullets to increase by 1 or 3 respectively. Use of a sling occupies both hands of a character meaning the character’s other hand cannot be used to wield another weapon or cast any spells. A sling is phys-repped by a small sized Y-shaped weapon lacking a core or an actual leather sling. Atl-atl

This skill allows for a character to use an atl-atl for the purposes of throwing javelins. By using one of these weapons a character can add 2 to the damage of a javelin of any size category. This weapon occupies both hands of the user preventing the use of the other hand for other weapons or spells. This weapon is phys-repped by a long sized boffer weapon without a core. Bow

This skill allows a character to wield a padded Bow with specially prepared spell packets designed with 18" tail as arrows. The character must hold the bow at arm's length away from his body to fire an arrow. To launch an arrow, the character must have one of these special spell packets, reach out and touch the bow with the packet in his other hand before throwing it. The arrow is destroyed when used, regardless of a hit or miss. Crossbow

This skill allows a character to use a safe crossbow, such as a padded crossbow using arrow packets similar to a normal bow, Nerf Crossbow or a specially made crossbow with Nerf type bolts. Full crossbows require a 5 count to load before firing, and deal 10 points of damage. Note; if using a boffa crossbow no count is needed. Bolts are destroyed when used, regardless of hit or miss. All Small Weapons

This skill allows the character to wield any small weapon, such as a dagger, sap, rock, or any other small melee combat weapon under 18" overall. This does not include the ability to use makeshift weapons. Master Weapon Set

This skill allows for a character to pick a specific type of weapon such as All Blades, All Swords, All Axes, All Small Weapons, All Long Weapons, etc. and confers proficiency with any variants of that weapon type. This does not include the ability to use makeshift weapons. One-Handed Master

This skill allows the character to use any one-handed melee weapon (Small, Short, or Long weapon sizes). This does not include the ability to use makeshift weapons. Two-Handed Master

This skill allows the character proficiency with any melee weapon that requires two hands to use (Two-Handed and Great weapon sizes). This does not include the ability to use makeshift weapons. Melee Master

This skill grants proficiency with any melee weapon of any size category. This does not include the ability to use makeshift weapons. Ranged Master

This skill allows the character to use any ranged weapon including Crossbow, Bow, and Thrown weapons of any size category. This does not include the ability to use makeshift weapons. Grand Master

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This skill allows a character to use any weapon, ranged or melee, for full damage. This includes improvised weapons, which must still be phys-repped with an appropriately sized boffer weapon. Shield Style

This style allows for a safe shield to be used for blocking physical weapons. The appropriate weapon style skill and weapon skill <size> Shield are necessary for using a shield for attacking in conjunction with another weapon. Shields are the only weapons capable of blocking any missile weapon.

Thrown StyleThis skill allows characters to throw weapons that they are proficient with as well as use special

attacks. Thrown weapons must be completely covered in foam and cannot have a core apart from kite spar or cardboard. Florentine Style

This weapon style will allow a character to use a Small sized weapon, with the appropriate weapon skill, in their secondary hand for attacking and blocking. Damage must be called separately for each weapon. Two Weapon Style

This weapon style allows a character to use up to a Short sized weapon, with the appropriate weapon skill, in their secondary hand for the purposes of attacking and blocking. Damage must be called separately for each weapon. Blades Style

This weapon style allows a character to use up to a Long sized weapon, with the appropriate weapon skill, in their secondary hand for the purposes of attacking and blocking. Damage must be called separately for each weapon. Style Mastery

This skill allows a character the use of the Shield, Thrown, Florentine, Two Weapon, and Blades weapon styles. This is only a weapon style and does not provide proficiency. Blind-Fighting

Possessing this skill allows a character to ignore the effects of blindness while in combat. This entails keeping their eyes open while fighting, calling normal damage, casting spells normally, and using ranged weapons normally. Out of combat the character must role-play their condition to its full extent. Underwater Combat

This skill confers the ability to operate normally while underwater. This means that the character is able to always swing their weapon for normal damage. In addition, waterborne creatures cannot escape the character once combat has begun unless the character chooses not to pursue. One-Handed Block

This skill allows a character to block with a two-handed weapon with only one hand. This does not grant the ability to attack or do damage while wielding a two-handed weapon in only one hand. A two-handed weapon being used in one hand by this skill is treated as a long weapon for the purposes of weapon styles. Only one two-handed weapon can be held at a time. One-Handed Damage

This allows a character to attack with a two-handed or great weapon they have proficiency in but with only one hand for -1 damage. Players wishing to use this ability must be observed by a Plot. Two-Handed Damage

This allows for a character to use a normally one handed weapon with two hands, increasing its damage by 1. This only applies to one-handed weapons the character is proficient with and the character must be able to safely fit both hands on the weapon. Wear Extra Armor

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This skill allows a character to increase the maximum amount of manufactured armor they may wear by 3 points per purchase. This skill may be purchased up to 5 times and cannot be used to bypass racial limitations for armor. Field Repair

Each level of this skill that is purchased reduces a character’s armor repair count by three. This reduction does not stack with the bonus granted by the Armor Smith skill.

Stealth Skills Disable Device

This skill allows a character to attempt to disarm traps or pick locks found in game. This allows for either a bead pick affected by the quality of the trap, tools at the character’s disposal, level of Disable Device, and other variables (see Bag Pick entry) or the option to physically deactivate a phys-repped trap or pick a phys-repped lock. Physically completing the task awards a character bonus experience twice the quality of trap or lock. Trap and lock ratings equal one third of their production cost. Failure on a bag pick or physical attempt sets off the trap causing the player to take the trap’s effect unless otherwise able to protect his or herself. The 9th level of this skill allows a character to attempt to disarm a magical Glyph but only with a bag pick. Perception

This skill requires the character to announce “Perception,” to a Plot member in order to determine if there are any fine details that the character might determine which others might miss. This includes things such as scrape marks under a bookshelf which indicate it having been moved, tripwires for traps, or a faint breeze coming from an area of the floor concealing a trapdoor. This only gives the character the information, not its proper interpretation. This skill may be used as often as the character desires. Alertness

This skill allows the character to protect against Waylay, Execute, and Surprise or any other skill which requires the target to be unaware of the user, or make the target unaware, by announcing “Alertness,” within three seconds of the attack. This will nullify an Execute or a Waylay and allow the character to fully react to an attack from Surprise or similar skills. This skill may be purchased multiple times. Size Up

This skill allows the character to focus on a target and read his or her body language in order to learn something about that target. The character must choose a target and perform a 10 count, “Sizing up 1, 2, 3…” At the end of this count the player receives information about the wealth, power, and status of the target. This includes a rough estimate of the target’s skill with weaponry and/or their skill at channeling Mana or faith. Sleight of Hand

This skill allows a character to hide away small objects on their person so that they are nearly undetectable to all but the most alert or thorough characters. The player can hide up to 3 objects up to the size of a maximum length Small weapon on his or herself. These items are hidden with a call of, “Sleight of Hand,” which allows the character to call a hold and hide the item away. Items hidden in this manner may only be found in one of three ways: a character with Perception performs a regular 3 count search of the character, a character without Perceptions performs a 30 count search of the character, or a character with or without Perception succeeds in finding the item in its actual hiding spot with a physical search if both parties consent to this option. The character that used Sleight of Hand may retrieve the hidden items with a 3 count. Lucky

This skill allows a player to redo a single bead pick that they have just failed. This skill can be used only once on a single bead pick. This skill may be used once per day per purchase. Escape Bonds

This skill allows the character to escape any physical, magical, or alchemical bindings affecting their body including things like manacles, ropes, or any binding spell requiring less than 12 strength to

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break out of. Multiple bindings require as many uses of this skill to escape as there are bindings. The character chooses which bonds they escape from with each use of the skill. This skill may be purchased multiple times. This skill is used by announcing, “Escape Bonds.” Labyrinthine Mind

This skill represents a characters ability to logically negotiate their way out of constraints and find loopholes. The in-game effects of this skill are that the character can weasel his or her way out of mental effects such as Command, Enthrall, Enrage, Fascinate, Frighten, Enfeeble, Control, Forget, Mesmerize, Forbid, or any magical, natural, or alchemical methods of recreating these effects. This skill may be purchased multiple times. This skill is used by announcing, “Labyrinthine Mind.” Cheat Death

This skill represents the ultimate refinement of escape artistry by allowing the character to escape death itself. The character is able to nullify one Death effect through the use of this skill as well as being able to escape the icy pull of the Umbra upon completion of a full 5 minute death count. This skill can be purchased only once and is expended for the day upon use. This skill is announced as, “Cheat Death.” Feign Death

This magical skill allows for a character to create the full illusion of being dead to any outside observer. The character calls “Feign Death” followed by a count of 10 after which the user falls to the ground for the next ten minutes loses the ability to use all other in game skills. Any attempt at examining the character will tell examiners that the character is dead. This includes skills such as First Aid and spells including Detect Mind, Detect Life, Detect Spirit, See Heat, etc. This World Effect Charm effect and will allow a viewer with an active Charm Shield, Resist Charm, or Immunity to Charms to view the true state of the character. Characters will not wish to killing blow or otherwise harm the user unless they have any of these protections. Can only be used once per set and may be purchased multiple times. Hide

Use of this skill allows a character to find a hiding spot to conceal his or herself. There must be some form of cover in which a character may hide in order to use this skill such as a shadow, large rock, tree, building, wall, etc. The character must physically hide behind this cover, within 10’ of said cover, and count aloud “Hide 1, Hide 2, and Hide 3.” Being spotted during this count will cause the Hide attempt to fail. A successful count should be followed by asking aloud, “Can anyone see me?” If there is no answer or the character is answered in the negative then they are fully hidden. If the character is answered with a yes then a hold is called and Plot must verify that the player is seen. A hidden character can only be tracked within 10 feet of their location and cannot be pinpointed through tracking. Those within 10 feet of the character will feel as though they are being watched but not from what direction. Use of the Awareness will allow for a character to pinpoint the location of a hidden character. A hidden character may not move from their initial hiding spot once hidden and must place one hand on their head to indicate they are hidden. If this gesture is released then the character is no longer hidden. Emerging from hiding requires a count of, “Coming out of hiding 1, Coming out of hiding 2, Coming out of hiding 3,” during which time the character is vulnerable to attacks. This skill may be used as often as the character wishes to per day. Hide Others

This skill allows a character to use the Hide skill on objects or other people or creatures. Use of this skill has the same requirement of cover as Hide and requires the same count. Emerging from hiding requires a count of “Coming out of hiding 1, 2, 3,” during which time the character is vulnerable to attacks. This skill may be used as often as a character wishes each day. Surprise

This skill allows a character to move around within 10’ of the spot in which he or she initially used the Hide skill. This skill also allows for a character to emerge from hiding by calling “Surprise!” thus bypassing the count for emergence. Untraceable

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This skill represents the knowledge of how to evade those who wish to track the user down. Extra successes on a tracking bead pick are not given for tracks going over mud, snow, or through thick brush and Keen Scent only gives +1 success instead of +2. In addition, the character can only be tracked within 20’ feet of his final location and can only be sensed within a 5’ radius. Waylay

This attack allows a character to render a target unconscious for 10 minutes when successfully performed. Performing this attack requires the target to be unaware of the attack, but not necessarily unaware of the attacker, and can be performed with any weapon so long as a hand is within six inches of the end of the weapon. The attack must land on the area between the neck and bottom of the shoulder blades and between the shoulder blades and is called as “Waylay.” This attack does a base damage of 1 point regardless of weapon used and is modified by any relevant expert attacks, skill plusses, sneak attacks, backstabs, blade spells, poisons, or innate damage plusses of the weapon. Weapons larger than Small size must use the padded pommel of the weapon for this attack. Defenses against this attack include Magic Armor, Deflect Weapons, Alertness, armor that protects the back of the neck, Natural Armor, Limited Massive Size, Massive Size, No Metabolism, and possibly Fire Aura and Lightning Barrier (see spell entries for details).

Weapon Attacks Expert Attack

This skill allows the character to inflict additional damage with a specific type of weapon for the duration of the battle or 5 minutes, whichever comes first. This ability is cumulative with other skills in the same weapon except other expert attacks. Plus Skills

This allows the character to continuously inflict additional damage with a specific type of weapon. This ability is cumulative with other skills in the same weapon such as other Plus Skills, Master Plus Skills, Grand Master plus Skills, Expert Attacks, Backstabs, etcetera. Sneak Attack

This skill allows the character to inflict additional damage on any opponent he strikes from the rear from a specific type of weapon. Each sneak attack is active for the duration of the battle or until 5 minutes past whichever comes first. This ability is cumulative with other skills in the same weapon except other sneak attacks. Backstabs

This skill allows the character to continuously inflict additional damage with a specific type of weapon) when attacking any opponent from the rear. The ability is cumulative with other skills in the same weapon. Master Attacks

This allows the character to use the specified skill with any hand held or ranged weapon in a Master Weapon Set he is proficient in. Master Plus Skill is the same as Plus Skill, but can be used with any hand held or ranged weapon in a Master Weapon Set the character is proficient in. This includes Master Expert Attacks, Master Sneak Attacks, Master Plus Skill, and Master Backstab. Grand Master Attacks

This allows the character to use the specified skill with any weapon he is proficient in. Grand Master Weapon Skill is the same as Plus Skill but can be used with any weapon the character is proficient in. This includes Grand Master Expert Attacks or Grand Master plus Skill.

Special SkillsUnless otherwise stated, a Special Attack with a duration of 5 minutes is not ended when the

character loses the weapon with which they started the attack. The attack may continue if the character can find another weapon in which they are sufficiently skilled to use the attack or retrieves the original weapon. Special Attacks may be combined with one another at appropriate costs. Break Weapon

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This attack allows a character to break any weapon up to and including a shield in size by striking the item’s weak points thus rendering it useless. This skill will also work on claws and other natural weapons causing them to do no damage until they are Regenerated. Activating this ability requires the character to announce, “Prepare to Break Weapon,” and strike the item they wish to break while saying “Break <description of weapon>.” A legal hit which does not hit the specified weapon but otherwise hits the target will allow the target to choose which weapon fitting the description used by the attacker is actually broken. This skill lasts for 5 minutes or until successfully landed, whichever comes first. If used on an Unshatterable weapon: the attack ends, the attacker’s Stamina is spent, and the weapon is not destroyed. Capture Weapon/Limb

This skill allows a character to capture an opponent’s limb or weapon using an appropriate weapon, such as a flail, whip, chain, etc. To activate this skill, the character must announce “Prepare to capture <weapon/limb.>” The skill remains active for 5 minutes or until it is used, whichever comes first. If the character actually captures an opponent’s weapon/limb, no stamina is used in using this skill. Critical Strike

This attack allows the character to land a well-placed blow on his or her target for considerable damage. This skill is announced as, “Critical Strike,” and is good for one strike which must be launched within three seconds of declaring the attack. This attack deals 25 normal, unless the weapon has another damage type. Deaden

This attack allows the user to strike pressure points on an opponent to render a chosen limb ineffective. This skill is called, “Deaden <Limb>,” with valid targets including arms, legs, and the jaw or the equivalents thereof on other creatures. Deaden is active for one strike, whether the attack hits or not, that must be landed within three seconds after calling the attack and any legal strike on the target causes the effect. This attack causes the chosen limb to be useless for 5 minutes if successful. Deflect

This defense allows a character to block any attack physically delivered by a weapon. Packet delivered attacks that may be defended from by this skill consist of either weapon-based or Natural Effect attacks. This skill may block any Special Attack for one strike but will not end them in the process. This defense is called as, “Deflect,” and can be used to protect another character within weapon reach. Disarm

This attack causes the target to drop a targeted hand-held object and not be able to pick it up for 5 seconds. This skill is initiated by announcing, “Prepare to be disarmed,” and lasts for 5 minutes or until a legal hit is landed, whichever comes first. The character must then announce, “Disarm <description of item>,” and strike that item for the attack to work. Striking items will not ever trigger any active spell defenses. Greater Disarm

This attack causes the target to drop a targeted hand-held object up to 10 feet away in any direction of the user’s choice and not be able to pick it up for 5 seconds. The target must toss the item as best as they can in the manner they have been directed. This skill is initiated by announcing, “Prepare to be disarmed,” followed by, “Greater Disarm <description of item>,” and where they want the item to land. The user must strike the desired item in order to successfully use the attack. This skill remains active for 5 minutes or until a legal blow is landed, whichever comes first. This skill may be used as a defense against a Disarm by cancelling the opponent’s Disarm and acts as a Disarm against that opponent. Feint

This technique allows the character to determine the least protected areas of their target and thus bypass the target’s armor, going directly to body points. This skill is active for a single strike and is used up whether the blow hits or not. This technique will work against creatures with natural armor. Use of this skill is announced by adding “Body” to the end of an attack call to tell the target that they have taken body damage. Pierce

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This attack allows a character to bypass a shield by punching through it with a well-placed, powerful blow. The technique is used by adding, “Pierce,” to the end of a damage call with damage done normally. The ability is usable for one strike and is used up whether the blow hits or not. Trip

This attack throws the target off balance so that they fall flat on the ground. This skill can only be used on a target that is the same size and Strength level as the user or smaller and is called as, “Trip.” This attack is good for only one strike and is used up whether it lands or not and the strike must be attempted within three seconds of calling the attack. If the attack is successful then the target must either phys rep falling to the ground and standing back up or remain standing but take no actions for a 3 count. Weapon Ward

This defense allows a character to prevent a single attempt to destroy or disarm the user’s weapon. This does not keep the player from taking an effect which would affect him along with his weapon but will protect the weapon. This skill will not work against area effects such as traps. Death Strike

This attack will lower the total of all of the target’s body points, armor, plus body, and plus armor to -1. This blow acts as an instant killing blow causing the target to require a Renew spell to prevent the target from requiring Resurrection. To initiate this attack the user must announce, “Prepare to die,” followed by, “Death Strike,” upon landing a legal blow on the target. This attack can be stopped by Magic Armor and Deflect Weapons as well as Fire Aura and Lightning Barrier (see spell entries for details). Evade

This defense allows a character to deftly maneuver out of the way of any weapon or packet delivered attack. This includes the ability to dodge area of effect attacks. This skill is announced, “Evade,” and must be called within 3 seconds of an attack. This skill will end a Special Attack that has a duration of greater than one strike. Execute

This attack will lower the total of all of the target’s body points, armor, plus body, and plus armor to -1. This ability is good for one strike only, whether it hits or not, and is called as, “Execute.” This attack must come from behind and the target must be unaware of the attack, but not necessarily the attacker. This attack cannot be parried or deflected. Deflect Weapons, Magic Armor, Fire Aura, and Lightning Barrier (see spell entries for details) can stop this attack. Parry

This defense allows a character to block any attack physically delivered by a weapon. Packet delivered attacks that may be defended from by this skill consist of either weapon-based or Natural Effect attacks. This ability can also block any Special Attack, ending it in the process. This skill issued by announcing, “Parry,” and can be used to protect another creature within weapon’s reach. Sever/Maim

This attack allows the user to remove or otherwise render useless one limb of a target creature. Valid limbs include legs, arms, natural weapons, and the jaw or the equivalents thereof on other creatures. This results in any item held by that limb being dropped and the limb being unusable for wielding a weapon, casting spells, or locomotion. This attack is announced as, “Prepare to be severed/maimed,” followed by, “Sever/Maim <limb>,” whenever a legal hit is landed on the target. The description of the limb can be as specific or as vague as the user wants such as “Sever/Maim tentacle” or “Sever/Maim 8th tentacle from the left” but vagueness allows the target to choose which limb is severed. The desired limb can be changed at will. The call of this skill is Sever if the weapon has a sharp cutting edge or Maim if the weapon lacks such an edge. This skill is active for 5 minutes or until a legal hit is landed, whichever comes first. This skill may be stopped with Fire Aura or Lightning Barrier (see spell entries for details). Spell Block

This defense allows a character to nullify a magical spell or effect, essentially knocking it away from its intended target. The user of this skill does not have to physically block the packet to

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successfully use this defense. This skill is called, “Spell Block,” and may be used to protect another creature within weapon’s reach. Ricochet

This defense allows a character to redirect a magical spell or effect instantaneously. This requires the user to launch a packet within 3 seconds of calling, “Ricochet,” which will convey the full effect of the magic to the new target. The character must hit their chosen target with this packet in order for the magic to affect them. A character does not have to physically block the spell packet in order to successfully use this ability and can use this ability to protect another creature within weapon’s reach. Stun

This attack allows a character to knock a target unconscious through sheer force. This skill works as a Stun spell. If this attack is successful then the target cannot be aroused through any means until the end of 10 minutes. This skill is announced with, “Prepare to be stunned,” and followed by, “Stun,” upon landing a legal blow on the target. This attack has a duration of 5 minutes or until a legal hit is landed, whichever comes first. Magic Armor, Fire Aura, and Lightning Barrier can stop this attack (see spell entries for details). Deflect Missile Weapons

This defense allows a character to swat projectile weapons out of the air so that they become harmless. This skill allows for the use of any manufactured weapon, not just shields, to be used to block arrows, bolts, and thrown weapons to prevent them from damaging the user. This skill requires the user to actually physically block the projectile with their weapon to be successful. The only packet based attacks that can be blocked with this skill are weapon-based attacks and Natural Effect attacks. This skill is announced as, “Deflect Missile Weapons.” Chi

This skill allows a character to focus their skill and energy into their weapon so that it becomes capable of damaging enemies that normally are only affected by magic. This skill is called as, “Natural Enchant Weapon,” and provides the effects of that spell for the duration of 5 minutes. Attacks will have, “Magic,” added to the end although this ability only ends after 5 minutes, the end of the battle, or until the weapon leaves the user’s hand and is unaffected by Dispel Enchantments and Suppress Enchantments. Riposte

This technique will block an incoming physical attack and return that same attack to the attacker. This includes the damage, special attributes, and effects of the original attack. This skill includes the effects of a parry before mimicking the attack to be returned. The returned attack automatically hits and cannot be used on anyone other than the person whose attack was parried. This attack can be negated with a Parry, Evade, Phase, or another Riposte. This skill is announced, “Riposte.” Frenzy

This skill allows a character to utilize their full ability and knowledge during a battle to constantly output a chosen Special Attack or Defense. The user of this skill must plant their left foot and call, “Frenzy <Skill name>.” This uses up the stamina necessary for the Frenzy skill and a single use of the Special Attack or Defense but allows the character to use the chosen skill for an unlimited amount of times until 5 minutes have elapsed, the battle is over, the weapon leaves the character’s hands for any reason, or the character moves his or her left foot for any reason whichever comes first. Catch

This defense allows a character to safely snatch projectiles from the air. This skill requires the user to have a free hand (unoccupied by any other weapon or item except rings) and be within arm’s reach of the projectile to use. This skill is announced as, “Catch,” and must be called within three seconds after a projectile has hit its mark to take effect. Physically catching the item is not necessary but doing so will allow use of the skill for 0 stamina cost. Items that can be caught in this manner include thrown weapons, bolts, arrows, and gas poison orbs. This skill does not protect the user from contact poisons on caught items, magical effects, or magical or natural poison attacks. Use of caught items requires the possession of appropriate skills.

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Stamina Points As a character gains Plus Skill, Backstabs, and Enhanced Strength, they gain Stamina Points.

These points are used to fuel special attacks and defenses. The character must buy the skill to use it. For each level of Plus Skill, Backstabs, and Enhanced Strength, a Character gains 5 Stamina Points. For each Master Plus Skill or Master Backstabs a character gains 10 stamina points. And for each Grand Master plus Skill or Grand Master Backstab, a character gains 15 stamina points.

Skill Stamina Skill Stamina Skill StaminaBreak Weapon 4 Trip 2 Spell Block 5Critical Strike 2 Weapon Ward 1 Ricochet 7Deflect 2 Death Strike 7 Stun 5Disarm 3 Evade 5 Chi 3Greater Disarm 4 Execute 5 Riposte 10Feint 2 Parry 3 Frenzy 15Maim 2 Deaden Limb 2Pierce 2 Sever/Maim 5

For example, a character with Long Weapon Skill +5 has 25 Stamina Points. He has purchased the special combat skills Death Strike, Sever, and an Evade. In a fight he uses two Death Strikes and a Sever. This costs him 19 Stamina points. Weapon vs. Stamina use

With various weapons are easier to perform special attacks and defenses. It is easier to block a sword with a mace than a dagger. The chart below shows the bonuses of each weapon by size and type. Note any stamina skill will cost at least 1 stamina to use even if the bonus goes to zero stamina. A weapon may receive a bonus by its size and type. I.E a Great Sword would receive a bonus of -2 stamina to use the skill Disarm so it would cost the wielder 1 stamina to use.

Skill Small Short Long Two handed

Great Piercing Blunt Slashing

Break Weapon +1 +1 0 -1 -1 +1 -1 0Capture Weapon +1 0 0 -1 0 0 0 0Catch 0 0 0 0 0 0 0 0Chi 0 0 0 0 0 0 0 0Critical Strike -1 0 0 0 0 -1 0 0Deaden 0 0 0 -1 -1 0 -1 -1Death Strike 0 0 0 -1 -1 -1 0 0Deflect +1 +1 0 -1 -1 0 -1 0Disarm 0 0 0 -1 -1 0 0 -1Evade 0 0 0 0 0 0 0 0Execute -1 -1 0 +1 +1 -1 0 0Feint -1 -1 0 0 +1 -1 +1 +1Frenzy 0 0 0 0 0 0 0 0Greater Disarm 0 0 0 -1 -1 0 0 -1Parry +1 +1 0 0 0 +1 -1 -1Pierce -1 -1 0 0 0 -1 +1 0Ricochet 0 0 0 0 0 0 0 0Riposte 0 0 0 0 0 0 0 -1Sever/Maim +1 +1 0 -1 -1 +1 -1 -1Spell Block 0 0 0 0 0 0 0 0Stun 0 0 0 -1 -1 +1 -1 0

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Trip +1 +1 0 0 -1 +1 -1 0Weapon Ward 0 0 0 0 0 0 0 0

Craftsman SkillsCraftsman skills are a type of skill that allows the character to manufacture a particular type of item, such as poison, potions, armor or weapons. Each level of a craftsman skill such as Alchemy or Scroll-Making allows the character to produce any item listed under that particular skill at the level of skill he possesses or less. For example, a character that has Scroll-Making 5 is capable of producing scrolls of any spell he knows of level 5 or less, the level of a spell being the Mana it takes to cast. He is incapable of producing a scroll of any spell level 6 or higher. The number of items the character is capable of producing in a single day is a pool equal to four times his trade skill. In the example above a character is capable of producing 20 levels of scrolls so long as each one is of a level 5 or less. Therefore he could make 4 level 5’s or 20 level 1 scrolls or any combination up to his total levels.

To make a particular item the character must procure the components necessary to make it. For Alchemists, Herbal components are required. For Armor-Smiths and Weapon Smiths, Ore components are required. For Scroll and Potion-Makers, Magical components are required. Each of these components is rated either I, II or III. I’s are the least powerful and most common. III’s are the most powerful and rare. These components can be found almost anywhere from plants to mines, from monsters to shops. So long as a character has enough components to make the item and enough levels left in his pool, he can create the item. When manufacturing an item, rare components may be substituted for more common ones, but multiple common components cannot be substituted for rare components. For example, a level III component can be used in place of three level I components or a level II herbal components and a level I herbal component. The reverse is not true. Component types, Herbal, Ore and Magical, cannot be mixed. All components are consumed in process of making an item.

You man hold more than one dose of a poison or potion in the same container but must be of the exact same type, i.e. all Heal 6 wounds or all Intoxicants, or all are ruined. All tags must be attached to the phys rep.

* A character may take up a specialty in a Craftsman skill, gaining a restricted list of items in which they can produce, but keep full production and a -1CP price break on each level of the skill to a minimum of 1. Forges and Labs

A forge will increase the production of up to three people by four times per day. For example, someone with Armor Smith 5 has a base of 20. A forge will allow him to produce up to 80 levels. Forges cost 60 gp. A forge can be used in the creation of weapons and armor.

A lab increases production for up to three people by two times per day. A lab costs 30 gp and can only be bought for one purpose. The types of labs are potion, scroll, weapon, armor, enchantment research, and alchemy labs. You cannot change the function of a lab.

A Traveling Lab functions in all ways as a standard lab except it only can help one person's production and it weighs 50 to 200 pounds. Research

For a player to create a recipe for a scroll, potion, skill, or alchemy, the player will need an appropriate research lab. The process will take five times the components required to create a scroll or potion normally. The process will take one week per level of effect being researched. For example, a mage wishes to research the recipe for a fire shield scroll. They will need to able to cast fire shield, be at least a Scroll Maker 5 and have access to a scroll lab. They will use 30 Magical I's and take 5 weeks to finish the recipe.

PRODUCTIONCraftsman Skill Production per Level Scroll, Potion, Alchemy Components

Level Max Level Production w/ Lab w/ Forge Difficulty Level I Level II Level III1 1 4 8 16 1 2 - -

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2 2 8 16 32 2 3 - -3 3 12 24 48 3 4 - -4 4 16 32 64 4 5 - -5 5 20 40 80 5 6 - -6 6 24 48 96 6 7 - -7 7 28 56 112 7 3 1 -8 8 32 64 128 8 4 1 -9 9 36 72 144 9 5 1 -

10 10 40 80 160 10 6 1 -11 11 44 88 176 11 3 2 -12 12 48 96 192 12 4 2 113 13 52 104 208 13 5 2 114 14 56 112 224 14 5 3 115 15 60 120 240 15 6 3 2

ARMOR SMITHA character with the Armor Smith skill can produce a number of armor points equal to four

times his Armor Smith skill. The maximum single suit that a character with Armor Smith can produce is equal to three times his Armor Smith skill. For example, a character with Armor Smith 10 can produce a total of 40 armor points a day, with no single suit larger than 30 armor points.

Suits of armor cost one production per point of armor. For example, a typical 30 pt suit of armor requires 30 lbs of Ore I components to make. Hide armor may be produced with Hide components and has a maximum value of 20 points.

An Armor Smith can use his skill to combine smaller suits of armor to create a larger suit. The largest suit retains its full value but the smaller suits lose one half of their value. For example, an Armor Smith wants to create a larger suit using a 20 pt suit and a 10 pt suit. Using all three he can create a 25 pt suit of armor (20+5).

When armor is damaged, the character or any character with at least one free hand can repair armor up to its full value so long as the damage does not equal or exceed the value of the armor. If the damage does exceed the value of the armor, then the character can repair the armor to a maximum value equal to the current value of the armor minus 3 pts. This process is called refitting armor.

An Armor smith may repair armor faster than a normal character. For every level of Armor smithing, a character may repair armor 2 counts less. Thus a 15th level armor smith may repair armor in 30 seconds.

The amount of your body the armor covers effect its value. Armor should cover the torso, arms half way to the elbow, stomach, sides, and go down past the groin at least 3 inches. For each of these areas not covered there is a -2 pts to your armor. If your back is not covered the total value of the armor is reduced 25%. Layering armor or wearing more than one suit of armor increases half the value of the lesser to the best-rated suit of armor. Only two suits of armor may be layered together.

Armor, like weapons, must be examined by a Plot for any safety hazards like sharp edges and spikes and to determine armor value.

A player is required to phys-rep their armor with costume armor. Below are charts to allow a player to figure how much costuming is needed to represent their armor. A warrior with a 45-point armor tag will need to wear much more "armor" than a rogue who "wears" a 20-point suit.

Cloth is padded armor which was worn in the most ancient times. The armor is made of several layers of cloth and padding to lessen the blows from weapons. Leather armor is another ancient form of armor. Single or multiple layers of leather were used to protect from blows. Studded armor is armor with small metal studs attached to help block metal weapons. Chain and small (palm sized) plates were later attached to mail, to spread the force of weapon shots. Plate armor is a series of plates shaped to protect the body further than just leather or padded mail. Costume Mail is made of materials other than leather or metal. The armors value will be judged by its realism and what kind of armor it represents. The more a set of armor covers the body the more armor it will represent.

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ARMOR VALUESArmor Type Tors

oUpper Arm Lower Arm w/ Elbow Upper Leg w/ Knee Lower Leg

Cloth 15 1 1 1 1Leather 20 1 1 1 1Studded Leather 25 1 1 1 1Chain/ Small Plates 30 2 2 2 1Plate 35 3 3 3 2

Helms Value Armor Qualities ModifiersCloth/Thin Leather 1 Torso Coverage -2 for each side, shoulder, or groinLeather 2 -25% for no back coverageMetal Cap 4 Faux Armor -0% to -25%Helm 6 Real Leather +20%Full Helm 8 Real Metal +5% to +25%

Persona Relevance -20% to +20%

ZERO COST ARMOR SMITH SKILLS Resistant Armor

A character who has reached the master level Armor Smith 11 can construct Resistant Armor. This armor is constructed of a level II component for each level I component normally needed. The armor is constructed in such a way as to provide a limited resistance to a single form of attack, such as fire, time, etc.

The resistance type is determined at creation. An herbalist 9 is needed to find the “special” component needed to create the armor. These resistances will be used the first time the wearer is struck by the appropriate path, even if the resistance is not called.

The smith may build in one resistance per 10 points of armor. Less may be imbued but not more. The armor may refit normally. Once per day, an Armor Smith can renew the resistance if he knows the method of crafting the armor.

On creation of resistant armor, an Armor Smith will need an Herbalist 9 to determine the special component to craft the armor. This may take some time, see Plot. Creating resistant armor takes triple the production of regular armor. Elven Armor

A character who has reached the master level Armor Smith 12 can construct Elven Armor. This armor is so well fitted that it provides 150% protection to normal armor. The armor is constructed of level II components for each level I component normally used, as well as a slot in a forge or all of a lab. Elven Armor takes four times the production to craft. Thus a 40-point suit of mail provides 60 points of armor, weighs 40 pounds, and is made of 40 level II components, the use of a lab, and 160 points of

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production. Breaches require a breach tag made of level II components. Elven Armor may be refitted to a smaller character, but not a larger one. Master-Crafted Elven Armor

A character who has reached the master level Armor Smith 13 can construct Master-Crafted Elven Armor. This armor provides 100% more protection than normal armor. It requires a level III component for each level I component normally used. Breach tags for this armor also require to be made of level III components. In crafting this armor, an entire forge will be needed. Master Crafted Elven Armor uses five times the production as normal armor. Ancient Helean Armor

A character who has reached the master level Armor Smith 14 can construct Ancient Helean Armor. This armor, when breached, loses only one point of value. This armor requires breach tags made of level II components. When making this armor, a level II component is used for each level I component normally used. Ancient Helean Armor requires a slot in a forge and four times production points to craft.

Master-Crafted Ancient Helean ArmorA character who has reached the master level Armor Smith 14 can construct Master-Crafted

Ancient Helean Armor. This armor when breached does not lose any of it’s’ protection value. This armor is crafted from a level III component for each level I component normally used. When making this armor a full forge is used and it costs five times the production to create.

Compound ArmorA character who has reached the master level Armor-Smith 15 can construct compound armor.

This armor has the properties of more than one type of armor (Elven, Ancient Helean, Resistant, etc.). This process will require level III components and a full forge. The production multiplies of each type used in a set are compounded. An Armor-Smith decides to make a 40-point suit of Master-Crafted Elven/Master-Crafted Ancient Helean/Resistant Armor. This will require 40 component III’s, an Herbalist 9, four special components, a full forge, and 3000 points of production.

Enchantable ArmorA character who has reached the master level Armor Smith 15 can construct Enchantable

Armor. This armor must be made from the purest materials, and the armor cannot be worn until enchanted. A slot in a forge is used in crafting Enchantable Armor as well as the production time is four times longer than normal armor.

WEAPON SMITHA character with the Weapon Smith skill can produce a number of weapons whose total

production cost equals four times his level of Weapon Smith per production day. For example, a character with Weapon Smith 5 can produce a number of weapons equal to 20-points. However, a character can produce an item worth more points than his skill level; it will just take more production days. Therefore in the example, although the character can produce items up to 20 productions points he could produce an item worth 25-points and another 5 points for the next available production time. The components need for the production equal one component per pound of the item being produced. Weapon Smiths, who produce items made out of wood do not have to use components to manufacture the item, just calculate the production cost of the item.

WEAPON PRODUCTIONWeapon Type Prod. Cost Ore/Wood (lb) Weapon Type Prod. Cost Ore/Wood (lb)Bow 15 0/4 Mace, Short 6 3/1Crossbow 15 2/4 Mace, Long 9 3/2Sling 6 1 Hide Pole Arm 12 3/5Ammunition 1/3 0.1 Pike 9 3/6Atl-atl 9 0/2 Spear, Short 4 1/1Throwing Weapon 3 1/1 Spear, Long 6 3/0

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Small Weapon 4 1 Sword, Short 12 2/0Axe, Short 6 2/1 Sword, Long 15 4/0Axe, Long 9 3/1 Sword, 2-

Handed30 6/0

Club, Short 3 0/3 Staff 3 0/3Club, Long 6 0/4 Shield (10 lb) 6 3/7Club, 2-Handed 9 0/6 Pilum 12 2/4

ZERO-COST WEAPON SMITH SKILLS Silver Weapon

To silver a weapon, a character with Weapon Smith must build the weapon incorporating 2 silver pieces per Ore component needed to make the weapon. This process requires a Weapon Smith lab or a forge. Silvering a weapon doubles the production cost of the weapon.

Limited Weapon of QualityA character that has reached the master level Weapon Smith 11 can construct a non-magical +1

weapon that lasts one year, by constructing the weapon with Level II components of an equal amount, using one slot of a forge or three slots of a Weapon Smith lab. After one year has passed the weapon loses this bonus. The production cost of the weapon is increased by four times. Limited Master-Crafted Weapon

A character that has reached the master level Weapon Smith 12 can construct an Unshatterable weapon that lasts one year, by constructing the weapon with Level II components of an equal amount, using one slot of a forge or three slots of a Weapon Smith lab. After one year has passed the weapon loses this bonus. The production cost of the weapon is increased by four times. Venom Weapon

A character that has reached the master level Weapon Smith 13 can construct a weapon that can store up to two doses of the same contact poison, requiring Level III components of an equal amount needed to construct the weapon, using a full forge. This weapon will break normally. The wielder can decide which strikes will use the poisons in the weapon. The production cost of the weapon is increased by three times. Bow of Strength

A character that has reached a master level of weapon smithing [level 13] can construct a Bow of Strength. For each +Strength the bow requires 50% more materials and production. For example, a +2 Bow of Strength requires twice the material and components. A person with less strength than the plus of the bow cannot wield the weapon.

Weapon of QualityA character that has reached the master level Weapon Smith 14 can construct a non-magical +1

weapon, by constructing the weapon with Level III components of an equal amount, using a full forge. This weapon will break normally. The production cost of the weapon is increased by five times. Master-Crafted Weapon

A character that has reached the master level Weapon Smith 15 can construct an unshatterable weapon by constructing the weapon with Level III components of an equal amount, using a full forge. The production cost of the weapon is increased by five times. Compound Weapon

A character that has reached the master level Weapon Smith 15 can create a compound weapon. These weapons require the more expensive, higher level component for the weapon type, a full forge, and the production times will be multiplied by each type of weapon. For example, a Weapon Smith makes a long sword: Silver, Master-Crafted, and Weapon of Quality. This requires a full forge (3 slots), 4 Ore 3, 8 silver, and a production of 15 (long sword) x2 (silver) x5 (Weapon of Quality) x5 (Master-Crafted) = 750 points of production. Enchantable Weapon

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A character that has reached the master level Weapon Smith 15 can construct Enchantable weapons. This weapon must be made from the purest materials, and the weapon cannot be used until enchanted. A slot in a forge is used in crafting an Enchantable weapon; as well the production time is four times longer than normal weapons. Exceptional Weapon of Quality

A character that has reached the master level Weapon Smith 15 can use a full forge to construct a non-magical +X weapon. The production cost of the weapon is increased by X times 5 up to a maximum of a +5 damage weapon. The weapon is constructed using one slot of a forge.

TRAP MAKINGThis skill allows a character to build and set traps. Setting a trap requires the character to

physically set the trap. It requires at least thirty seconds setting and arming a trap properly. If you are using a Plot approved phys-rep no count is needed. Once a trap is set it cannot be moved more than 5’ from its set location without disarming it or the trap will go off. A character with trap making can make up to four times his level in traps. This means that a character with Trap Making 5 can make up to 20 total levels of traps. However the character cannot produce a single trap that requires more than 3 times his level in the skill. In the example above the character cannot make a single trap with more than 15 of his total levels. Trap Use

To set a trap the character must use a trap device approved by Plot, such as a mousetrap, bubble wrap, spring traps etcetera. Any combat skill such as pierce or feint may be added to a trap, as the trap is set. This uses the skill as if it was used in combat. The skill added to the trap remains as long as the trap remains set and unmoved. The trap must have its trap tag with it for its victim to see after use. Unless otherwise noted, a combat skill may be used to block a trap. You can parry a weapon trap but not a massive weapon trap.

TRAP PRODUCTIONTrap Type Damage X Min Production Max Production Cost Per PointSnare Trap - 1 1 0Foot Trap - 12 12 3cpMaim Trap - 21 21 5cpDeath Trap - 36 36 2spWeapon Trap x3 1 20 3cpResettable Weapon x2 5 20 1spMsv. Reset. Weapon x1 10 30 5spMsv. Mech. Non-Reset. x5 10 40 5cpMsv. Mech. Resettable x4 10 25 2spAcid Trap x2 5 30 5spExplosive Trap x2 10 25 1spMsv. Explosive Trap x1 20 50 5 spGas Trap - 10 10 1spExplosive Bomb x1/2 40 40 5cpGas Bomb - 45 45 5cp

Damage MultiplierThis term is used to determine the damage of what a specific trap will do when set off. The

Damage Multiple is multiplied by the total production points used in the creation of the trap to determine the amount of damage inflicted by the trap when triggered. Snare Trap

This basic trap is made of a length of cord or wire. This non-Resettable trap holds the limb which set it off. Snare traps can be broken with limited massive size, extraordinary strength, or a cutting tool. A character with Trap Making or Disable Device can use these traps.

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Foot Trap This trap is a length of woven wire or a small bar catch trap. To escape this, trap the character

needs extraordinary strength, Disable Device (4th level trap), or limited massive size. A Trap Maker or a character with Disable Device may operate these devices. Maim trap

These traps are bear or wolf traps. They break the anklebones as they hold their victim until the trapper arrives. The trap maims the limb that sets off the trap. +3 strength or Disable Device (level 7 trap) is needed to escape the trap. They require a Trap Maker or someone with Disable Device to operate. Death Traps

These cunning traps act as a killing blow to their victims. They are constructed by the use of springs, wire, weights, and weapons. Trap makers of at least 7th level are the only ones allowed to set these traps.

Weapon TrapsThis type of trap is made from a weapon mounted on a heavy stable object such as a door or a

wall. The mounted weapon must be a “safe” boffer type weapon. This trap can be blocked, parried, evaded and negated with appropriate defensive spells. Resettable Weapon Traps

This type of trap is made from a weapon mounted on a heavy stable object such as a door or a wall. The mounted weapon must be a “safe” boffer type weapon. This trap can be blocked, parried, evaded and negated with appropriate defensive spells. This type of trap may be reset by anyone with Disable Device skill, or with Trap Making of an appropriate level to produce the trap. Massive Resettable Weapon Traps

This type of trap represents large weapons traps, such as ballistae and catapults, that do Massive damage based on the size of the weapon and the velocity that it reaches. This trap must be anchored on a stable structure such as a wall or floor. It cannot be fired while in motion. This type of trap requires two people to operate. The being who aims the trap must have the crossbow skill or Grand-Master. At least one of the characters must have the Trap Making skill equivalent to produce a Massive Resettable Weapon Trap or Disable Device Level 3. As with all traps, this trap requires 30 seconds to set and fire. However, for each level of extraordinary strength that is used by the assistant, the reload time is reduced by 5 seconds. These traps must have clearly delineated markings for the area of effect. These markings can be hidden by the trap maker and should be noted in the Plot notes. Massive Mechanical Traps

This type of trap represents incredibly large traps that rely on massive physical destructive power to deliver their damage such as pit traps, rock falls, giant weapon traps and others. These traps cannot be moved and must be completely rebuilt when set off. The maximum area covered by one of these traps is a 5’ radius. Massive Resettable Mechanical

This is a massive mechanical trap that can be reset. To build one of these traps the character must have approval for the design from a Head Plot. Once constructed this trap cannot be moved. The maximum area of effect covered by one of these traps is a 5’ radius. These traps may be combined to cover a greater area of effect. These traps must have clearly delineated markings for the area of effect. These markings can be hidden by the trap maker and should be noted in the Plot Notes. Acid Traps

This type of trap represents a trap that will spray a 5’ radius with a powerful acid, delivering damage to anything or anyone in its area of effect. The physical representation for this trap must be 1 cubic inch for each point of damage to tap inflicts. This type of trap will destroy all non-metal, non-weapon or armor items in its area of effect unless a metal container protects them. Explosive Traps

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This type of trap represents an explosive charge that will affect everything and everyone in a 5’ radius. The physical representation of the trap must be 2 cubic inches for each point of damage the trap inflicts. This type of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent items cannot be protected from this effect. If armor still has points left after taking damage from this trap then it is not destroyed. Massive Explosive Traps

This type of trap represents an explosive charge that will affect everything and everyone in a 50’ radius. The physical representation of the trap must be 10 cubic inches for each point of damage the trap inflicts. This type of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent items cannot be protected from this effect. If armor still has points left after taking damage from this trap then it is not destroyed. Gas Traps

This type of trap represents a mechanism that will disperse a gas up to a 5’ radius from the trap. The gas in the trap affects anyone within the 5’ radius. This trap requires a physical representation of at least 40 cubic inches. The gas does not have to be added to the trap at the time of creation. However once the gas is added to the trap the gas cannot be separated or recovered from the trap.

BombsThis type of trap represents a mechanism which can be carried easily (a legal boffer ball, red in

color, no less than 5” and no more than 8” in diameter). The use of this trap requires a Level 10 Trap maker with Thrown Weapon, and Alchemy 3 in the case of a Gas Bomb Trap. If a character that does not have all of these skills even touches the bomb once it has been armed it goes off on the holder. It requires a three count to arm the bomb. You then have three seconds to throw the bomb; else it will detonate in your hand. Once armed it cannot be unarmed. If the bomb is disarmed from the wielder then it goes off on the wielder. When the bomb is activated and thrown it will only affect the first thing, person or object it strikes. The call for the explosive bomb is “20 Normal”. For the gas bomb 5 doses of a single gas poison one type must be placed into the bomb at the time of creation. These gases are considered used and cannot be recovered. The level of the trap is determined by the level of the gas placed within it at the time of creation. It is Level 11 for gas levels 1-3 level, 12 for gases 4-6, Level 13 for gases level 7-9, Level 14 for gases level 10-12 and Level 15 for gases level 13-15. The call is “<Effect Gas Poison> Burst.” SCROLL MAKING

Any spell a character has in memory and is capable of casting may be made into a scroll. To produce scrolls a character must possess a recipe for each spell that he wishes to place on a scroll. These formulas can be read and recognized as scroll recipes by anyone that has Read/Write and the appropriate spell path, but are not easily reproduced. Due to the complexity of the recipes, only someone with sufficient skill in scroll making and the appropriate path of magic can reproduce the scroll recipe. It costs 2 silver per level of the scroll to copy it. A new book for recipes will cost 1 gold, not including the cost for any recipes. POTION MAKING

This is a list of the spells that can be turned into potions. Not all spells can be stored in liquid form. To produce potions a character must possess a recipe book with the formula or recipe for each spell that he can potion. These formulas can be read and recognized as potion recipes by anyone that has the appropriate path, but are not easily reproduced. Due to the complexity of the recipes, only someone of sufficient skill in potion making and the appropriate path can reproduce the recipe. These recipes are written in the path language and do not require the Read/Write skill to read or copy. It costs 2 silver per level of the potion to copy it. A new book for recipes will cost 1 gold, not including the cost of recipes.

Path Spell Level Path Spell LevelBlood Heal Wounds # Life Heal Wounds #

Cause Wounds # Aid 1Blood Shield 5 Empower 3

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Cleanse 8 Cure 4Blood Armor 10 Death Shield 5Blood Rage 11 Regenerate 7

Death Life Shield 5 Heal 8Remove Curse 8 Sanctuary 9Create Zombie 8 Renew 12Create Skeleton 11 Vitalize 13Create Ghoul 15 Soul Spirit Form 9

Fire Strike Flame 4 Anchor 10Fire Shield 5 Exorcise 10Quench Flame 8 Cosmic Hasten 4See Heat 11 Cosmic Shield 5Inferno 14 Time Break 9

Body Body Shield 5 Seal Fate 12Deflect Weapons 7 Restore 13Refract 8

Charms Enhance Strength 3 Mind Clear 4Awaken 4 Mind Shield 5Invisibility 4 Warding Armor 1Charm Shield 5 Greater Armor 3Giant Strength 10 Magic Armor 10Dispel Enchantment 13 Magic Shield 11

Lunar Lunar Strike 4 Water Breathe Liquid 4Lunar Shield 5 Ice Blade 4Eclipse 8 Water Shield 5Purge 9 Purify Liquid 6Lunar Sight 13 Evaporate 8

Nature Find/Hide Path 2 Water Form 9Nature Shield 5 Air Feather Fall 2Freedom 9 Wind Blade 4Revive 12 Air Shield 5Rejuvenate 13 Disperse Air 8Conceal 14 Wind Barrier 9

Earth Earth Shield 5 Gaseous Form 9Stone Skin 9 Gas Shield 11Flesh to Stone 11 Cyclone 13Gauntlet 11

ALCHEMYThe art of alchemy is the manufacturing of poisons and chemicals according to strange and

mystical formula. These formula or recipes are more magic than science. These formulae can be read and recognized as poison recipes by anyone that has the Poison Lore skill but are not easily reproduced. Due to the complexity of the recipes only someone of sufficient skill in Alchemy to produce the poison may copy it without error. It costs 2 silvers per level of the poison to copy it. A new book for recipes will cost 1 gold not including the cost for any recipes.

ALCHEMY PRODUCTIONPoison Contact Ingested Gas Poison Contact Ingested GasAcid 5 - - 3 Acid 10 - - 4Acid 15 - - 5 Acid 20 - - 6

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Fire 5 - - 3 Fire 10 - - 4Fire 15 - - 5 Fire 20 - - 6Frost 5 - - 3 Frost 10 - - 4Frost 15 - - 5 Frost 20 - - 6Poison 3 - 3 - Poison 6 - 4 -Poison 9 - 5 - Poison 12 - 6 -Vorpal 3 2 - - Vorpal 6 4 - -Vorpal 9 6 - - Vorpal 12 8 - -Healing Salve3 2 - - Healing Salve 6 4 - -Healing Salve 9 6 - - Healing Salve 12 8 - -Antidote Ingested - 2 - Antidote Gas - - 4Antidote Contact 6 - - Alchemy Shield - 4 -Berserk 11 5 8 Binding Paste - - 6Bitter Hatred - 15 - Blindness - 3 -Command - 4 7 Corrosive Gas - - 5Enslave - 14 - Enslave Antidote - 14 -Fear 8 3 6 Feeble mind - 4 8Feign Death - 4 - Forget - 5 -Forget it Well - 9 - Forget it All - 13 -Hallucinogen - 2 - Hate - 5 -Herbicide - - 5 Instant Death 15 9 12Intoxicant - 1 - Laughing Gas - 3 6Liquid Light 1 - - Love - 5 -Love #9 - 15 - Masking Agent 12 12 12Mixing Agent 15 15 15 Nausea 8 3 6Oil of Slipperiness - - 5 Paralysis 8 4 6Paste of Stickiness 5 - - Silence - 4 6Sleep 7 3 5 Sloth Gas - 2 4Slow Death - 4 - Smelling Salts - - 6Solvent 3 - - Stench - - 2Weakness 6 2 4 Woad 6 - -#1 Powder - - 1

ContactContact poisons must be indicated by smearing a gel-like substance on the area to be poisoned.

Petroleum jelly is fine. One dose usually affects a 1” by 1” square. You must have a Plot witness it unless you are applying the poison to a weapon blade. No substance is required when placing the poison on a weapon blade. Contact poisons work as Vorpal coatings when used on a weapon. The use of contact poisons requires the Alchemy 1 to apply them correctly. Ingested

An ingested poison must be put into food or drink or into a potion. If you put the poison into someone’s food you must have a Plot witness it and make motions over the food, attaching the poison tag to the vessel or handing the tag to the Plot. The poison will take effect a number of times equal to the number of doses put into the food or drink. Anyone may drink an ingested poison but it requires a character with Alchemy 2 to mix these poisons into other substances such as food. Gas

This type of poison is packet delivered and is signified by orange packets. You must yell the type of poison and “gas poison” to indicate preparation of the gas and let the other person know what affect the poison has. It requires an Alchemy 3 to activate and throw a gas poison. Acid

This is a small globe filled with acid. It causes the amount of damage indicated. Fire Gas

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This is a small globe filled with a chemical substance that will explode with contact to air. It causes the amount of damage indicated. This poison is considered a Fire effect. Frost Gas

This is a small globe filled with a liquid which causes the target to sustain ice damage when in contact with the poison. It causes the amount of damage indicated. This poison is considered a Water effect. Poison

This is a poison that will cause the amount of damage indicated directly to Body points. Vorpal

This is applied to the striking surface of a weapon. It will increase damage done by that weapon by the amount indicated. This is effective on the first strike only, hit or miss. Healing Salve

When applied directly to a wound the salve will heal the amount indicated. This poison cannot be delivered by a weapon attack. Antidote

This will cure any maintained effect like Sleep, etcetera, of the same type. A gas poison will be cured by a gas antidote, etcetera, unless stated otherwise by the poison. These antidotes are specific to alchemical effect. Alchemy Shield

This will protect the recipient against the next poison they come in contact with, i.e. gas, contact or ingested. This product will protect a recipient from Natural Poison attacks as well. Berserk

This will cause the victim to become berserk attacking the nearest creature or character. This poison lasts 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Charm effect. Binding Paste

This poison binds the target’s arms to their body making it impossible to wield weapons, cast spells, or toss poisons. This effect lasts for 10 minutes or until countered with a Solvent, Oil of Slipperiness, appropriate antidote, Freedom or Purge effect. Creatures or characters with +6 or greater strength can break out of Binding paste with a 3 count taking 6 points of damage. This poison is considered a Binding Effect. Bitter Hatred

This poison has the same effect and duration of a Hate poison but cannot be cured. Blindness

This poison acts as a Blindness spell, causing the target to lose their ability to see. This affect is simulated by the loss of all weapon combat skills but still may cast spells but with eyes closed. Movement is possible with a guide. The target may not receive a killing blow unless rendered immobile or unconscious. The effect lasts 10 minutes. The poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Charm effect. Command

This poison acts as a Command spell. The effect lasts one hour. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Charm effect. Corrosive Gas

This poison allows the alchemist who throws it to destroy one object up to and including the size of a shield. This poison will not affect claws or other organic (living) items. It will not create a shield sized hole in a larger structure. The alchemist must state in the call of the poison what object will be affected. It the target does not have that item then there is no affect.

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EnslaveThe victim will perform any command given to them by the person who first speaks to them or if

it is self-administered; the first voice that the victim hears besides his own. The effect lasts 30 days. This poison can only be cured by an Enslavement Antidote. Enslave Antidote

This will cure a victim of Enslave. Fear

This will cause the victim to be terrified and run only to get away from the first person or thing they see after ingesting the poison. The effect lasts ten minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Charm effect. Feeble mind

This renders the victim incapable of thinking clearly and therefore cannot cast spells or use skills. The target does not remember anything that occurs while under the effect of this poison. This lasts 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Charm effect.

Feign DeathThis poison makes the recipient appear dead. First aid and physical examination will confirm

death. The only accurate way to determine the recipient’s status is by spell. This effect will last 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Forget

This will cause the victim to forget the last 15 minutes. A word or short phrase of less than 12 words will be remembered instead. The effect will be permanent unless cured within 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect. Forget it Well

Acts as a forget poison in all respects but the victim will forget the last hour. This poison can be cured by an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect. Forget it All

Acts as a forget poison in all respects but the victim will forget the last 24 hours. This poison can be cured by an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect. Hallucinogen

This causes the victim to hallucinate for 10 minutes. The victim will see visions, i.e. pink elephants, etcetera. The victim may realize that they are under the effect of a poison but can do little to help them. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. Hate

The victim of this poison will uncontrollably hate the next person they see and plot their death. The effect lasts until cured or until 30 days has passed. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. Herbicide

This gas poison affects only plants and creatures closely related to plants, such as Dryads, Kelpie, Thorn-Men and molds of various types. This will cause 20 points of body damage to the creature struck. It has no effect on animal life save to use up an active Alchemy Shield. Instant Death

This poison will cause death as per a Killing Blow immediately after consumption. Intoxicant

This is an incredibly strong alcohol. The player should act drunk for one hour. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.

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Laughing GasThis poison forces a victim to laugh uncontrollably for the next ten minutes. While under the

effects of this poison the character is not able to neither cast spells nor take any offensive actions. The character is still able to block with weapons and move freely about but he is unable to summon the concentration or coordination necessary for offensive actions. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Liquid Light

This substance acts as a generic light. It may be phys-repped by a glow stick. Love

This causes the victim to fall uncontrollably in love with the next person of the appropriate sex they see. The effect lasts until cured or until 30 days have passed. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Love #9

This poison has the same effect and duration Love poison has but cannot be cured. Masking Agent

This substance is used to conceal the components and type of poison it is added to. The poison recipe cannot be determined. In addition the poison can be detected by a master herbalist or alchemist, and then only the presence of a poison is detected. This poison does not need a mixing agent. Mixing Agent

This is used to combine two different poisons into one, occasionally with unusual results. Only a mixing agent can mix two different poisons be put into same container without destroying the poisons. Another Mixing Agent is needed for each additional poison. Nausea

This poison will render the target too sick to any of his skills or abilities, including combat, for 10 minutes. A character affected by this poison may move at a low walk and may not speak coherently. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Oil of Slipperiness

This substance will make an object impossible to hold or an area impossible to stand on or even crawl over without something to hang on to. One dose will cover a 1-foot square area. This substance can be countered by a paste of Stickiness or a Solvent. The effect lasts one hour after exposed to air. Paralysis

This poison causes complete paralysis for 10 minutes. The victim cannot move, talk, nor cast spells. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Paste of Stickiness

This poison will act as incredible glue. One dose will cover a 1-inch square area. If on a weapon, the weapon cannot be dropped nor disarmed. If the weapon is shattered the hilt is still stuck to the hand unless the poison is countered or the one hour duration is up. This substance can be countered by Oil of Slipperiness, Solvent, Freedom, or Purge effect. Poison

This poison deals damage directly to the body of a character. Plus body does take damage first before body. This poison can only be ingested poison. It does damage in counts of 3, 6, 9, or 12. Silence

This poison renders the victim silent for ten minutes. The victim cannot cast spells or make a sound. This does not affect the calling of damage, the calling of poisons, nor Natural Attacks. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Vitality effect. This poison is considered a Curse effect. Sleep

This poison puts the victim to sleep for ten minutes. One minute of shaking, Awaken or Heal will wake the victim before then. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect.

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Sloth GasThis poison prevents a person from running, except during combat, but not to flee. While under

the effects of this poison the character is unable to summon enough strength or coordination to run. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Curse effect. Slow Death

This poison will take away half the victim’s maximum Body points immediately, and every 12 hours thereafter until cured or the victim dies. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Smelling Salts

This substance will act as an Awaken spell with respect to the effect that it will counteract. This poison is considered a Charm effect. Solvent

This substance will negate any contact poisons. Stench

This substance will rob a character of his Keen Scent for one hour or negate the bonus for Keen Scent when tracking. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.

WeaknessThis poison acts as the spell of the same name. The effect lasts ten minutes. This poison can be

cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. This poison is considered a Curse effect. Woad

This provides one Battle Rage as per Racial Skill that must be used within one hour of application. Control Rage or contact Antidote will negate the effect. After one hour, the Battle Rage will activate automatically. #1 Powder

This powder provides the explosive power required for explosive traps, massive explosive traps and cannons.

COMBAT Calling Damage

Boffer combat is conducted by saying aloud a damage call, and 'striking' your opponent with your weapon. A damage call includes a number and a damage type. The number is the damage amount that can be called with that particular weapon. The weapon type, such as long sword or a claw, and any strength bonuses or skills the character has in that weapon determines this number.

The damage type is typically one of four types: normal, iron, silver, or magic. Normal weapons will have a damage type of 'Normal'. This is by far the most common damage type. Silvered weapons will have a damage type of 'Silver' and magic weapons are 'Magic'. The resulting damage call will be something like 'Three Normal' or 'Five Silver'. Certain damage types will not affect some monsters, for example Lycanthropes would only be affected by silver or magic. When a damage call is made, the damage type must be specified.

Some spells can change this damage type, allowing normal weapons to call magic, or by granting a different call, such as 'fire' or 'ice'. For example the spell Ice Blade will add an additional 5 points of ice damage to your call. If you would normally call '3 Normal' this would become '8 Ice'. If you were using a magic weapon, the call would be '8 Magic Ice’; the damage call itself is an out-of-game call. If a character is mute, has been silenced, or some other similar effect, the player can still make the damage call. Also, the damage call must be made individually for each weapon the character is fighting with.

You must call your damage on your first swing and must call it again every 30 seconds during combat. Swings should be a 90 degree movement of the elbow, for example short quick thrusts for a dagger while a long sword requires more of a swing. This is to prevent unrealistic and unfair combat.

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Tapping your opponent a hundred times a second without actually stating the entire call each time is called "drum rolling" or "machine gunning", and all those hits will either be discounted or considered as one or maybe two hits.

On the opposite end of the spectrum is a "baseball swing" or "golfing.” Winding up striking your opponent as hard as you can is flagrantly unsafe. A swing should end in a tap only hard enough for your opponent to know he has been struck. Remember to keep in the spirit of the theatre of the game. People that are reported as hitting too hard or fighting unsafely will either have their weapon skills removed or be expelled from the game if the circumstances are severe enough.

Each time you are tagged by a legal strike, you subtract the damage number called from your total hits. Your total hits include your current armor value, any armor protectives you have, any body protectives you have, and your current body amount. If you take sufficient damage to bring you to zero, fall unconscious, and will wake up in ten minutes one body point. If you are brought below zero, your current total is -1, and you begin to bleed to death. You can never be less than -1. This is called “bleeding out,” and is covered under Life and Death later in this section. Charging

Charging is when a player intentionally or unintentionally runs into another player. Any physical contact during combat is prohibited. If a player is running out of control and cannot stop or has body contact with another player, that is considered charging, and is illegal.

Crowding Crowding is when any person or group crowd and another participant in such a way to make it

difficult or impossible for him to safely wield his weapon or move without making physical contact; for example, would be cornering a player indoors (so they cannot back up or move out of the way) and getting too close for him to swing his weapon. If a player is capable of backing off or moving aside, this is not crowding. However, if a group surrounds another player, even outdoors, and they cannot move safely nor swing their weapon legally, this is crowding. When in combat, all combatants must give each other enough room to fight safely. Due to issues, offenses of crowding and charging are serious. Crowding also includes intentionally moving into another player's way to prevent them from attacking someone. While this is the staple of such heroic fantasy, you must accept that you are intentionally placing yourself in a position where physical contact may result. Defenses

In combat there are a number of abilities, skills, and spells that allow a character to defend against other abilities, skills and spells. Some examples of these are Fire Shield, Parry, Evade, Capture Magic, and Resist Poison. Each of these has specific abilities, spells, or skills that they will directly counter. If you possess any of these special defenses and are hit with something that they counter, you have three seconds from the time of effect to call the appropriate defense. You must also make this call before you deal any other attacks or put up another defense. If a person has a defense and does not call the appropriate defense at the time of effect, then the defense is used and does not protect the character. This applies to spell defenses that automatically protect the character from the next appropriate attack, not abilities nor skills that the character can choose when to activate. Certain special circumstances, such as a large combat in which one cannot hear another's calls, makes the calling of defenses difficult and both sides must understand. Under normal conditions, a character will take damage in this order: Armor/Natural Armor (including Barkskin and Blood Armor) Armor Protectives (Greater Armor then Armor) Body Protectives (Empower then Aid spells) Body

Also, spell defenses are always lost in the order of most general to the most specific. For example, a Magic Shield that will block any spell will always be lost before a Fire Shield that only blocks fire spells. Fate of Party

This is similar to the Run Rule except that it is not specific to fleeing. If for any reason you cannot continue an adventure or encounter and your character cannot leave the adventure in game, your

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character can be considered still with the party even though you are not. However, the worst fate of any character in that party is assumed to happen to your character also. If you take the Fate of Party and a member of that party is captured or killed, then your character has also been captured or killed. You cannot Fate of Party to someone that is doing a physical challenge to get something done. Holds

A hold is a call that immediately stops game. Whenever the word “Hold” is called, everyone that hears the call should repeat it and immediately freeze in place until everyone stops. Game stops the moment a hold is called, and all actions that occur after the hold is called did not occur. If someone approaches an area that is in a hold, inform them of the hold.

A hold can be called for specific reasons. The most important reason to call a hold is safety. A hold can be called for any situation that could be potentially dangerous to any player. This could be if player is about to back into a table, trip, step on someone, or anything that could be harmful to any player. This includes damage to property as well, as stepping on someone's shield, or someone’s contact or eyeglasses. A hold can also be called when a Plot is needed for a rules clarification; you are unsure of the effects of a spell; someone is claiming outrageous abilities that you want verified; or someone is fighting in such a manner that can be dangerous to other players, such a person should be reported to a Head Plot for disciplinary action.

During a hold the game is stopped. Your character is suspended in time. Don't be looking around to see if anyone is sneaking up behind you. Talking to companions in game, planning strategy, pointing out items to companions, or otherwise taking advantage of the hold is cheating. This brand of cheating is called meta-gaming and will not be tolerated. The only topics of discussion during a hold should be the reason the hold was called. When the hold is resolved, everyone returns to position before the hold was called. When everyone is ready to resume play, the person who called the hold or a Plot will call the lay-on. Announcing "3...2...1...Lay-on!" loud enough for everyone to hear, and play will continue. Honor Duels

Honor Duels are a single combat fight between two characters with something to prove. No one is required to accept an honor duel, but in many cases it is looked upon as an act of cowardice to decline the challenge. If the duel is accepted, the person challenged generally sets the rules. These duels are typically to the blood or to the death. To cheat or break the rules of an honor duel can have serious social repercussions and word does tend to get around of this lack of honor. If a person uninvolved in the duel intervenes, then honor is broken and rules of the duel are off. Killing Blows

Once an opponent is completely helpless or immobile, He can be killing blowed. There are several ways to render an opponent completely helpless: spells, poisons, tying them up physically making them immobile from the neck down, or hitting them until they are unconscious. Once they have been incapacitated, they can be killing blowed. This kills the opponent and puts him beyond help of healing spells. A Killing Blow can be delivered by anyone whether they have a weapon or not. You must stand over the victim placing your weapon or your hand their torso and remain that way while you recite, “Killing Blow one; Killing Blow two; Killing blow three." If anyone strikes you during the count or knocks your weapon away then the Killing Blow is interrupted and does not kill the person. The killing blow only counts as one strike. Once you have been given a Killing Blow, you first turn over your life tag to whoever killed you or a Plot. If that person is forced to flee the scene by the tides of battle, you must find that person or a Plot as soon as possible and give him your life tag. Failure to do so is cheating and will be dealt with as cheating. When a character is affected by a Killing Blow, active spells and poison effects which do not require a specific antidote or have no antidote i.e. most High Magic, Love 9 poison, Enslave effects, etc. are removed. Legal Targets

There are some parts of the body that are not considered safe targets in boffer combat, therefore strike to one of these areas will not count if struck. These areas are the head, including face, neck, and throat; the hands from the wrist out, and groin. Anywhere else on the body is a legal. Repeated strikes in off-limit areas will result in removal of the weapon skill or other punitive action.

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On the same note, a player cannot block any blow with a restricted area of the body. However, no area of the body is restricted from spell packets. Anywhere is a legal strike with a spell packet. This DOES NOT mean that you can aim for someone's head or groin with a spell packet to gain an advantage over them or as they recover from the effects. This is unsafe. Accidents will happen, but repeat offenses will result in punitive actions. This is intended to be a fun and safe game.

A legal hit is any strike that is not blocked nor deflected. It is this area where the honor of the player comes to call. It is a judgment call if any particular blow hit the shoulder, or was it really the neck, if it hit the ground before hitting the foot. People will notice if all judgments are in your favor. Other players will quickly realize if you are counting your hits, claiming valid blows were not legal hits, or otherwise playing with honor. Be honest, else no one will be honest with you, and don't cheat. Life and Death

Your character is dead one-minute after you are brought to -1 body point (you bleed to death) or you are killing blowed. Any amount of healing during this minute will bring you up to 0 and you will no longer be bleeding out. From there, you can be healed again up to your full body.

A Renew spell will restore your character to life. But if your character does not receive a Renew spell within 4 minutes of being killing blowed or bleeding to death, your character must go resurrect.

Character resurrection is simple. Once your character has died, and the time limit for a life spell has passed, you must put all your game items on the spot where you died and put on a white headband indicating you are out of game. At that time you can choose where to resurrect. Your spirit can only travel up to three days (no more than 200 miles if moving non-stop) before your spirit becomes too weak to any type of resurrection. You must know of someone who can resurrect you. If you have allegiances to the White Mages, you can try to find a White Mage, or if you have allegiances to the Druids, you may attempt to find a Druid, for them to resurrect you. If you are resurrected, you restart with all unused game skills and full body. All active spells, monster and poison effects, which do not specifically state that they follow character's spirit, are removed from the character. Or you can find a Plot and resurrect anywhere (the Plot will decide if you find someone with the ability to perform the resurrection). A person with the Path of Spirit and the skill Field Resurrection may perform a Resurrection that takes 10 minutes, instead of an hour, but the character would lose all their in-game skills, Mana, (for one day) and resurrect with 1 body point. The people who will do Resurrections are the Druids or any other character with Path of Life and can cast the Resurrection spell, or a Plot. They will ask for your character card and assemble a pick bag. There will be 10 white stones, minus the number of deaths your character has taken, but with a minimum of one white, and a single black stone. You make a pick, if it is white your character returns to life with memory up to the point of unconsciousness, unless precautions were taken such as poisons, or if you pick a black stone, your character has permanently died and you must create a new character. There will always be at least one white giving your character a minimum of a 50% chance returning to life. Magic Items

Magical artifacts such as wands, scrolls, swords, etcetera, can be found as treasure, bought, traded or in some way acquired, and even made, by players. A scroll is used when a character with the appropriate path of magic reads aloud from a scroll in his possession. This action activates the magic in the scroll and allows the spell to be cast without using any Mana from the caster's Mana pool.

A potion is used when all of the contents of the container are consumed at' once. This releases the magic of the potion and the spell effect occurs upon the one who drank the potion. The effects of potions bypass spell defenses such as Fire Shield. Resists and other "smart" effects can still be used to stop the effect. A potion attached to a phys-rep can be immediately used, as quickly as the player can motion drinking the phys-rep. If for some reason the potion tag is not attached to a phys-rep. a three count must be performed before the potion can be consumed.

Magical items come in a variety of forms and types. One type of magical item is the "Times Ever" item. This type of magic item allows the character to cast a particular spell or create a specific effect a limited number of times ever. This item does not recharge or regain its magical abilities. "Times Ever" items are used when the character says. "Activate <Spell Name or Effect Name>".

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Another type of magical item is the "Times per <Period of Time>." This type of magical item stores specific spells or effects that are usable a number of times per hour, day, week, etc. This type of magical item does regain its magic according to its cycle. "Times per < Period of Time >" items are used when a character says. "Activate <Spell Name or Effect Name>."

A third type of magical item is a Mana item. This item stores raw Mana, which may be used to fuel any spell, or specific Mana, such as Fire Mana, which can only be used to fuel fire spells. Mana items may or may not be rechargeable.

A fourth type of magical item is a continuous use item that while activated provides a skill, spell, or effect for a predetermined amount of time. For example, a staff that grants the character +1 skill for 24 hours.

The last types of magical items are permanent items. These items generate an effect that is always in operation. This is the case with a magical sword or a belt of strength. Physical Contact

At no time should any player come into direct physical contact with another player. The only type of contact allowed is by spell packet or by boffer weapon. This means that hitting, kicking, punching shoving, tripping etc. are all strictly illegal within the combat rules for obvious safety reasons. Therefore all PCs and NPCs must have boffer weapons; even those weapons are representing claws or fists. These natural type weapons cannot be disarmed by spell or skill. The only exception is if you clearly ask if they accept your request for physical roleplay and they accept.

Pinning and Trapping Weapons Because physical contact in combat is illegal, the pinning of weapons is restricted. Most of the

moves to free your weapon, such as hilt bashing, shoving or kicking, are illegal or dangerous in combat. Pinning of weapons can only be done with another weapon, and only outdoors. The limited

mobility indoors creates an unnecessary chance of injury trying to free a weapon. If your weapon is pinned, you may pull the weapon straight back to free it. Backing up is fine, but shoving the person back or charging is not allowed.

Weapons shaped in such a way as to trap weapons, accidentally or by design, are forbidden, unless you have the skill Capture Weapon. Any weapon that is reported as trapping weapons will be removed from game. The Plots have the right to reject any weapon. Repairing Armor

Manufactured armor may be refitted or repaired. The refitting of armor that has not taken a breach takes one minute. This is armor that is not at its full armor value but still has at least one point of armor left. A character that is refitting armor cannot cast spells, throw poisons, run, or engage in combat in any way without restarting his count from the beginning. When the count is finished successfully, the armor will have its maximum armor value. Repairing armor involves a suit of armor that has no armor points remaining. This is called a breach and will permanently remove three points of armor from the suit. A character can combine two suits of armor to repair the damage, gaining one suit of armor with more armor points. A character doing this adds 1/2 the value of the smaller suit to the maximum value of the greater suit. The most common method of repairing armor is through the production of Breach tags. A Breach tag has the exact same costs and prerequisites as a 6-pt suit of armor. After a suit has been breached then any Armor Smith can spend one minute repairing the armor and expend a Breach tag fixing one breach (3 points) in the original suit of armor. The Armor Smith can repeat the process to repair more than one breach. Enhanced suits of armor may require special Breach tags created from the either 6 Ore 2s or 6 Ore 3s components as specified by armor. The last method of repairing manufactured armor is through spells such as Restore and Mend. The use of these spells upon a suit of all armor will instantly bring the suit to its maximum value. Running From Combat

If a player wishes to leave a fight they must call “Running away 1, running away 2, running away 3”. If the count is successfully completed without interruption (stopping the count or being hit by a weapon, spell, etc), the character has fled. If the enemy calls “Pursuit!” after the 3-count is completed,

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Plot will call a hold and arrange the players according to encumbrance and other miscellaneous effects. Plot will then call a lay on and the players will resume combat. If the retreating character is considered vastly quicker than the pursuing opponent, then Plot may deem a pursuit to be impossible. If the pursued character is able to run away again, then a tracking pick will be required to find them again. Run Rule

If any player is physically unable to run do to an injury or another reason, that player has the option to invoke the Run Rule. This allows the player to link their life to another character. If that character is captured and their stuff is taken, it is assumed that the same happens to the character that invoked the rule. The run rule only applies when the party or member of the party is leaving the adventure, going away, or otherwise trying to escape. You cannot invoke the run rule because you are a slow runner; only a physical inability to run qualifies. Tag Rings

When the character begins an event, the player will have a set of permanent tags that he must keep track of their character's status. There are two main types of tags in the permanent set: the active and the inactive. Anything that is actively on the character, such as Body points, active spells, unused the Special abilities and per day skills are stored on your active ring. All other permanent tags are stored on the inactive ring. So that when they are restored, (i.e., the beginning of a new game day, when the any character is healed or given spell protections) the character can move the appropriate tags from the inactive ring onto the active ring. In a similar fashion, after a combat, the character will update his active ring removing any used skills or damage from the active ring to the inactive ring. It is very important to maintain these rings when you have the opportunity. Other tags that the character may receive during an event are temporary tags. These tags include armor, poisons, spells, and Mana. These tags represent the character's possessions and certain skills. Like the permanent tags, the character should update these when they have the opportunity (i.e. ripping off type breached armor, used Mana and other possessions). A player may carry and use one extra tag above and beyond what he is capable of phys-repping. This tag can only be for an item that the player is the carrying the phys-rep for. For example, a character is carrying a suit of armor, carrying a bow, a long sword, and a shield. This character may carry an extra suit of armor or an extra bow or an extra long sword or an extra shield. He may only carry one of the above. Though, the character may not carry an extra pole arm because it is too large. This does not apply to breach tags, arrows, darts or other very small thrown objects. Underwater Combat

In some specific instances, characters must travel under the water and adventure under the waves. When this is necessary, there are rules that govern interaction under the water.

A character may hold his breath for two minutes. This is regardless of how much activity the character undertakes. If the character possesses the skill Underwater Combat, then they may hold their breath for an additional two minutes, for total of four minutes. At the end of this time the character falls unconscious, and then begins a count as if they were -1 total body. They do not actually lose any body or protectives if the character is revived before the one-minute has ended. At the end of the count, the character is considered dead (affected by a successful Killing Blow).

While in combat, all creatures regardless of their origin move at full speed (at whatever speed the player can move). When fleeing combat or for general movement, creatures (monsters) native to the water are the fastest. The second fastest creatures (humanoids) are those who are native to the water and possess the skill of Underwater Combat. The third fastest creatures (humanoids) are those not native to the water with Underwater Combat skill or those native to the water that do not possess the skill. The slowest of creature is that which is not native to and does not possess the skill of Underwater Combat.

In combat under the water, creatures native to the water (monsters) call normal damage as they are assumed to possess the skill of Underwater Combat innately. Player Characters and others with Underwater Combat skill may call full damage with their weapons while under the water. However, the type of weapon the character is using may modify that damage call. Blunt weapons have no base damage under the water. Normally, the NPCs are briefed to take half damage from all attacks except for spells,

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natural attacks, and poisons. The characters with the Underwater Combat skill and using crossbows or spears are asked to call double damage. Other characters just call their normal total damage.

Gas poisons do not work unless the character possesses the Underwater Combat skill. All other poisons work normally.

Blunt weapons have no base damage and still inflict half damage. Crossbows and spears cause full damage even if the character does not possess the Underwater Combat skill. All other weapons inflict half damage.

Most spells function normally underwater. If there is a difference in the effect then it will be noted in the spell description.

MAGIC The Workings of Magic

Magic in the Aldeon game is based on Mana, ambient energy that flows through the entire universe, inhabiting all life and forms, manipulation of this energy is known as Magic. Magic is divided into a number of Paths, ways of understanding and qualifying the ebb and flow of ether through the universe. Each Path deals with one aspect or element, making it easier for the magician deal with the raw Mana. When purchasing Mana, his character is really enhancing his ability to channel and control Mana, allowing him to create more or greater magical effects.

Magic is simulated using small squares of cloth filled with birdseed. To cast a magical spell, the caster must know the spell in question, have enough Mana to fuel the spell, speak the incant aloud, and have one hand free to cast the spell. The incant must be completed successfully without the caster taking body damage, being rendered immobile, knocked unconscious, or killed. Upon successfully completing the incant, the caster then has three seconds to throw the packet at his target else the spell is wasted. The incant, or the spell’s verbal component is in game and be understood by anyone who hears it. When the packet is thrown and hits the target (perhaps an unintentional target), the spell is cast successfully on the target. If the target successfully dodges or counters the spell with an appropriate skill or the incant is incomplete or incorrect, the spell fails. The whole body of the opponent is legal target; even their clothes, weapons, and shields, or anything the target is holding or wearing.

A character does not have to memorize a spell each day to cast that spell, but the character must still commit each spell to memory at some point, so he can cast it. Each spell that a character knows will be listed on his spell knowledge character sheet. When a character wishes to commit a new spell to memory must have access to a scroll with that spell on it. He reads the scroll, using up the magic of the scroll and the scroll is destroyed to imprint the knowledge of that spell to his memory.

Each spell or magical effect requires a specific amount of Mana to power it. This Mana either comes from the character's Mana Pool or from a magical item. Each day, the character's Mana Pool is replenished with the rest of his skills. And, each spell has a duration of effect specified in the spell description.

When a character is first created and buys their initial path(s), that character gets randomly picked spells for each path to begin with. For the first path the character buys with the initial 25 character points, the character starts with 4 plus their level spells. If that path has a damage effect (or healing effect in Spirit) the character automatically receives it automatically and it counts as one the picks. And, each additional path afterwards, the spells known will be one less than the previous path chosen. Paths obtained after the initial 25 character points will have only the damage (or healing effect) effect if the path. The other spells must be learned in game from scrolls. Some spells and paths are not available to beginning PCs and must be learned in game; all such spells are indicated by being italicized. Spell Crafting Lab :

To research new spells you must have access to a crafting lab. These labs cost 30 gp to stock and set up. As with other labs, there are 3 slots in the spell-crafting lab. If the lab is used for any other purpose the spell crafting must be restarted from scratch. A spell-crafting lab is good for only one path of magic. For each path added to the lab’s capability it costs an additional 10 gold in materials.

For a player to research a new spell, he will need a Spell Research Lab of the appropriate path. It will cost the player one silver per level of the spell, and take one week per level of the spell. At the end of

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research a bag pick will determine if the research was successful. The bag pick may be affected as follows:

Level of spell higher than player--------+1 failure per level difference Level of player higher than spell--------+1 success per level difference Extra spell caster researching------------+1 success per spell caster Paths of magic known to spell caster---+1 success per path

A slot in the lab is required for each spell caster researching the spell. The cost of research is increased by 50% for each spell caster after the original spell researcher. For example, a mage decides to research a 7th level fire spell. Plot pre-approves the spell, the player gets another mage with path of fire to assist research, arranges two slots in a lab with path of fire, and pays 10.5 silver to start research. After seven weeks, Plot makes the bag pick to determine success. In the bag go three black beads, one plus two for 7th level spell vs. 5th level mage; 6 white beads, two white beads plus, three beads the mage knows three spell paths, and one bead for the extra researcher.Learning New Paths/Spells:

A spell caster may learn a new path of magic or an in game spell with a spell research lab. The spell or path must be in the Labs library. It will take one week per level and cost one silver per level for a spell. For a new path it will cost one gold and take four weeks to complete the study. The player will need the character points to buy the new path of magic. To place a spell in a labs library, it will cost the mage two silver per level of the spell, and take one week per level of the spell.

SPELL CLASSIFICATIONS Aura

This type of spell creates a protective field around the recipient that will activate under a defined set of, circumstances, such as the first legal melee-weapon strike on the target. Berserk

This effect causes the target to fly into a rage, attacking the nearest creature until either the target or the creature is unconscious. The target will continue to attack any creature nearby, friend or enemy, until the duration ends. Binding

This type of spell creates a quasi-physical force with the magical energy preventing part or the entire target from moving. These spells can be overcome with raw physical power. Creatures attempting this must have an Extraordinary Strength attribute or spell that duplicates the effect equal or greater than the level of the Binding spell and must perform a 3 count. This causes damage of the appropriate type equal to the level of the spell. Blade

This type of spell creates a magic effect that the creature can later call upon to enhance their weapon, natural or manufactured, damage. Command

This type of spell compels another creature to obey the next command given by the caster. The type of creature affected by the magic, types of commands that can be given, and the appropriate defenses are listed under the given spell. This type of spell does not grant the ability to communicate with the target unless it specifically states in the spell description. Curative

This type of spell restores the health, body points, or limbs of living creatures upon which the spell is cast. The specific damage or maladies that the spells are effective against will be listed under that spell description. Kill

This type of spell causes the target of the spell to suffer an effect or damage so extreme that the being is reduced to negative body points and instantly killing blowed. Some powerful creatures are not instantly slain by these spells but suffer great damage from them.

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Deprive: This type of spell deprives the target of their ability, sense, or skill. The ability, sense, or skill will

be specified by the spell and will be listed under the spell description. Destroy

This type of spell will render any item up to and including a door (8' by 5') useless. The item affected by the spell is considered to be demolished to the point where it can be put to no real use. This spell will not create a hole in a larger structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because it has not been properly activated. This does not apply to gas inside traps. This type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell description. Destroy Weapon

This type of spell will render an item up to and including a shield (36" by 36") useless. This includes any item produced by the Weapon Smith skill regardless of the actual size. It does not include armor as a whole, but can be used to destroy pieces of armor individually. The item affected by the spell is considered to be demolished to the point where it can be put to no real use. This spell will not create a hole in a larger structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because it has not been properly activated. This does not apply to gases inside traps. This type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell description. Destroy 10'

This type of spell will render any item up to a 10' by 10' by 10' useless. This spell affects only non-living, inanimate objects. . The item affected by the spell is considered to be demolished to the point where it can be put to no structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because it has not been properly activated. This does not apply to gases inside traps. This type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell description, Detect

This type of spell allows the caster to sense the presence of a specific item, condition or energy. The spell works on a single area, object or person per casting of the spell, multiple castings of the spell on the same target by the caster may gather more specific information about the nature of the item, condition or energy. Disarm

This type of spell forces the target of the spell to drop specific items from his hand or hands, as the case may be. The target may not be able to retrieve the item lost to the spell for a count. Limitations on the size or type of items will be listed in the spell descriptions. Dispel

This type of spell will permanently remove all non-permanent enchantments or effects of a specific type from the target creature or item. It may also do damage to specific types of creatures closely linked to the type of magic being dispelled. Fear

This type of spell forces the target creature to regard the caster as his greatest fear. This will cause the target to flee the area of the caster as quickly as possible. Feeble mind

This type of spell robs the target of the ability to use any in-game skills or items and reduces him to the mentality of an average 3-year old child for the duration of the spell or effect. Forget: This type of spell wipes out the memories of the target for the amount of time specified in the spells description. Usually, this loss is permanent unless the target can get the appropriate counter spell or effect within 1 minute of the casting of the original spell or effect that removed the memories. Form

This type of spell either transforms the target into another substance or energy, which imbues him with certain immunities and abilities while the spell is in effect. If anyone in a form that is not affected by an attack deliberately blocks an attack from hitting someone else, the intended target automatically takes the effect. This is the Plot’s call. A being that is alive or is still within the time of a life spell cannot be taken into a form with another being.

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GlyphThis type of spell involves the caster inscribing a magical symbol on an object and possibly

imbuing it with certain spells. Glyphs cannot be moved more than 5' from the original casting position even if the command word is known. Immobilize

This type of spell prevents the target from moving all or part of his body. This spell does not utilize binding effects which can be negated by makes the person's own power. Life

This type of spell will restore to life a character that has not been dead for more than 4 minutes. Light

This type of spell will generate lights that will last 24 hours or until exposed to Sunlight. Mending

This type of spell fixes damage or restores an item that has been damaged. Protective

This type of spell will help protect a recipient from physical or magical damage, usually by adding bonus points to body or armor. Rune:

This type of spell is similar to a Glyph except that the Rune is either in constant operation from the moment it is cast or it is activated by a specific is command word. A Rune may be moved from its original position without destroying the magic or setting off the effect. Sever

This type of spell or effect renders a limb useless, or removed from the body. Shield

This type of spell blocks the next spell to effect specific to that shield that strikes the recipient. This is automatic and cannot be turned off. No shield will protect against an alchemical attack unless specifically stated in its description. Sleep

This type of spell will place the target in a deep magical slumber from which he must be Awakened, Dispelled, Suppressed, or shaken for a full minute to awake from. Stun

This type of spell will render the target unconscious or insensate for a period of time designated in the spell description. The victim of this spell cannot be Awakened or shaken awake. Summoning

This type of spell will summon a person or creature specified by the spell. That person or creature is not required to answer the summoning. Most creatures that answer the summoning will be required to perform the first command given by the caster. Although, the decision as to whether or not a summons works is in the hands of Plot. The caster is responsible for providing the NPCs necessary to complete the spell if it is successful. Trample

This type of attack allows a massive creature to do damage by running over/through characters. The NPC spreads their arms and calls damage or effect, Trample and charge foreword in a safe manner All who a touched by the area take the damage effect. For example a bull charges with the call “8 knock back” any in the area take 8 points of normal damage and are thrown three feet sideways. A woolly Mammoth played by two NPCs may call 50 maim Trample and every player struck would take the effect from each NPC that they would come in contact with. Trample is mostly uni-directional. Travel

This type of spell will enable or disable travel as described in the spell. UtilityThis type of spell has a specific effect that does not fall into any of the other categories. Wall

This type of spell will create a wall or barrier. The size of the wall, the duration, and other properties will be listed in the spell description. No Walls are solid. If the wall does not inflict damage,

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any creature or object in the way when the wall is cast will be gently moved to the side of the wall furthest from the caster. Weakness

This type of spell will make a creature swing for less damage than normal. This type of spell does not alter the total strength of the creature for the creature.

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PATHS OF MAGICELEMENTAL FAMILYPath of Air“I Call Upon the Power of Air to…”Level Spell1 Light of Wind2 Feather Fall3 Gust4 Saber5 Air Shield6 Vortex7 Wall of Air8 Disperse Air9 Wind Barrier9 Gaseous Form10 Air Strike11 Whirlwind11 Gas Shield12 Vacuum13 Command Elemental13 Cyclone14 Storm15 Summon ElementalAir Damage: I Call Upon (#x5) Air.

Light of Wind 1 Day 1 ManaI Call Upon the Power of Air to Light my Way.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation of the spell or 24 hours have passed, whichever comes first.

Feather Fall Instant 2 ManaI Call Upon the Power of Air to Feather Fall.This spell allows the recipient to fall from any height without taking any damage. This also allows the recipient to choose their location at the end of a Whirlwind, if the spell is activated in the form of an item or is a natural ability.

Gust Instant 3 ManaI Call Upon the Power of Air to Create a Gust.This spell blasts the target with a gust of wind that causes them to drop all items held in their hands. The spell affects the item for 5 seconds, after which the items come to rest and can be retrieved.

Wind Blade Indefinite 4 ManaI Call Upon the Power of Air to Create a Wind Blade.This blade spell is cast upon a person, allowing them to deliver +5 air damage on one strike of a weapon. For example, if a character with no weapon skill used a dagger to deliver this effect, they would call “6 air.” Up to 4 blade spells can be active on a person at one time. Since the spell modifies the damage call of a strike, once the call with additional damage is made

the effect is expended whether the strike is successful or not. Only one blade spell can be used per strike.

Air Shield Indefinite 5 ManaI Call Upon the Power of Air to Create a Shield.This spell creates a protective field that will negate the first Path of Air spell or effect successfully cast upon the recipient.

Vortex Line of Sight 6 ManaI Call Upon the Power of Air to Create a Vortex.This spell surrounds the target in a cyclone of powerful wind, holding them in one position. The target can speak but cannot move or cast spells except for Path of Mind, which require thought alone. Any attempt to break the Vortex forces the target back to their original position, preventing escape unless the target possesses +6 or better strength. Breaking free will cause 6 points of air damage and requires a three count. While under a Vortex effect the target is vulnerable to killing blows. The target of this spell can be searched while under its effects but cannot be moved.

Wall of Air 1 Day 7 ManaI Call Upon the Power of Air to Create a Wall.This spell creates a wall of strong wind up to 10’ across which expands from the point of origin until it reaches 10’ in length or is stopped by a barrier. Any weapon or object that passes through the wall will be affected as if hit by a Gust of Air spell. Creatures that attempt to cross the wall will be thrown 20’ away from the wall, taking no damage. Any creature standing on the phys rep of the wall when the spell is cast will take the effect from the wall and must decide which side of the wall to land on. Any creature that has an active Air Shield is completely protected from the negative effects of the wall and may decide which side of the wall to end up on. If they do not immediately move out of contact with the Wall, the Shield will be expended and the target will take all Wall effects normally. Spells pass freely through the Wall. This spell requires that a length of rope or tape (preferably white) be used to mark the position of the wall.

Disperse Air Instant 8 ManaI Call Upon the Power of Air to Disperse Air.This spell causes all Air effects still existing on the target to be negated. An Air Shield will stop this spell, but will be expended in the process. This spell causes 50 points of damage to creatures of elemental air or Gaseous Forms, but not to air-aspected Faerie. It will negate one gas attack or Gas poison if cast upon an alchemy globe or similar container.

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Wind Barrier Indefinite 9 ManaI Call Upon the Power of Air to Create a Wind Barrier.This spell creates a barrier of wind around the target, which makes the next person that hits the target with a legal weapon strike (natural or artificial) to take 20 points of magical air damage. If the attacker is still conscious afterwards, the damage from the attack is delivered normally. The spell is used on the first successful strike with a legal weapon (even thrown/missile weapons). This spell will not stack with a Fire Aura or Deflect Weapons.

Gaseous Form 10 Minutes 9 ManaI Call Upon the Power of Air to Create a Gaseous Form.This spell turns the target’s body into a mass of vapor. In this form, the target is immune to all physical attacks and most spells. Vortex, Whirlwind, Disperse Air, Vacuum, Glyphs, Wizard Lock, Stasis, Time Stop, Dispel Enchantments, Circle, Path of Mind spells and effects, and Wall spells except for Wall of Fire, Wall of Ice, and Wall of Earth effect Gaseous Form normally. The target can pass through the smallest of openings effortlessly. The Form actually floats and allows the target to cross pits and other such obstacles safely. If submerged, the Form is forcibly ejected from the liquid, taking no damage, nor can the Form enter a body of water. While in Gaseous Form the target must use this hand gesture: hands crossed down against the torso until they wish to end the spell. While in Gaseous Form, the target is unable to attack.

Air Strike Instant 10 ManaI Call Upon the Power of Air to Create an Air Strike.This spell causes the target to be stunned for 10 minutes unless protected by an Air Shield or immune to Air effects. While stunned, the target is vulnerable to a killing blow and cannot move or use any in-game skills.

Whirlwind Instant 11 ManaI Call Upon the Power of Air to Create a Whirlwind.This spell creates a great wind that picks up the target and hurls him/her 100’ in a direction chosen by the caster. If there isn’t enough room to complete the 100’ the target takes 20 points of Massive damage. Another character hit by a character under the effects of this spell takes 20 points of Massive damage as well. If the target can travel 100’ without striking another object, then no damage is caused. If the character is under the effect of a binding spell or effect, the character is not freed and takes the 20 points of Massive damage. If the character is being held by a binding strike, the creature and the

character both take the 20 points of Massive damage. A Feather Fall spell or effect will prevent damage.

Gas Shield Indefinite 11 ManaI Call Upon the Power of Air to Create a Gas Shield.This spell creates a protective field around the target which will negate the first successful alchemical gas attack against the target. This may not be stacked with an Alchemy Shield, and will not protect from Natural poison attacks unless the word ‘gas’ is used in the attack.

Vacuum Instant 12 ManaI Call Upon the Power of Air to Create a Vacuum.This spell removes all air from around the target. The resulting vacuum reduces the target’s current body, armor, and protections to -1 total, unless protected by a Wind Shield. This spell acts as a killing blow, but the target is still affected by life spells and Spirit Anchor.

Command Elemental 1 Hour 13 ManaI Call Upon the Power of Air to Command Elemental.This spell allows the caster to issue one command to an air or lightning elemental that it must obey immediately and to the best of its ability, including self-destructive orders.

Cyclone 10 Minutes 13 ManaI Call Upon the Power of Air to Create a Cyclone.This spell creates a swirling tunnel of wind around the target, which will prevent the passage of thrown weapons, gases, arrows, and bolts either in or out of the spell. It has no effect on creatures, hand-held weapons, or spells.

Storm Line of Sight 14 ManaI Call Upon the Power of Air to Create a Storm.This spell creates a barrier preventing flying creatures and objects from making their escape by air. It causes all beings that used the air to escape to return to the land. Once the spell is invoked the caster must plant his right foot and incant the Storm spell for every packet then thrown. This can be done an unlimited number of times provided no other spells are cast and the caster’s right foot stays planted. Only creatures hit by a packet are affected by the spell.

Summon Elemental 1 Hour 15 ManaI Call Upon the Power of Air to Summon Elemental.This spell summons a minor elemental of air or lightning to perform one task for the caster. This spell lasts until the task is completed, the elemental is destroyed, or 1 hour has elapsed. This spell is not always successful in summoning an elemental; see Plot. This spell will never succeed in combat.

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Air Damage Instant (any) ManaI Call upon # Air.This spell allows the caster to call forth sharp blades of air and direct them at an opponent. “#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active Air Shield.

Path of Earth“I Call Upon the Power of Earth to…”Level Spell1 Sunstone2 Detect Precious Minerals3 Brittle4 Root5 Earth Shield6 Crush7 Wall of Earth8 Bind9 Stone Skin10 Earthquake10 Pass Wall11 Flesh to Stone11 Gauntlet12 Entomb13 Command Elemental14 Solidify14 Rock to Mud14 Mud to Rock15 Summon ElementalEarth Damage: I Call Upon (#x5) Earth.

Sunstone 1 Day 1 ManaI Call Upon the Power of Earth to Light my Way.This spell turns a small, non-living piece of rock or stone into a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation of the spell or 24 hours have passed, whichever comes first.

Detect Precious Minerals Instant 2 ManaI Call Upon the Power of Earth to Detect Precious Minerals.This spell allows the caster to detect the nature or presence of precious or valuable minerals on the target. If this spell is cast on a person, an active Earth Shield will prevent the spell from functioning but will be used up in the process. The caster will not be informed of the use of the Shield. The spell does not identify the specific type of mineral, and affects one target creature or a 10’x10’x10’ area of inanimate material.

Brittle Instant 3 ManaI Call Upon the Power of Earth to Make <ITEM> Brittle.This spell causes the item named by the caster to become brittle and crumble to pieces. This will render any one item the size of a shield useless. It will not create a shield-sized hole in a larger structure.

Root Line of Sight 4 ManaI Call Upon the Power of Earth to Root You.This spell causes the target to be pinned to one spot on the ground. The target must keep their right foot in the same place until the caster is out of sight or unconscious for a period of ten seconds. This spell may be broken by a creature with +4 strength or better, which will cause them 4 points of damage and requires a 3 count to perform. The victim cannot be killing blowed or searched while under the effect unless the target is otherwise incapacitated.

Earth Shield Indefinite 5 ManaI Call Upon the Power of Earth to Create a Shield.This spell creates a protective field that will negate the first Path of Earth spell or effect successfully cast upon the recipient.

Crush Instant 6 ManaI Call Upon the Power of Earth to Crush <ITEM>.This spell causes the item named by the caster to be crushed and become useless. This spell can affect an object up to and including the size of a door. This will not create a door-sized hole in a larger structure.

Wall of Earth 1 Day 7 ManaI Call Upon the Power of Earth to Create a Wall.This spell creates a wall of stone up to 10’ across which expands from the point of origin until it reaches 10’ in length or is stopped by a barrier. This wall can be tunneled through in 1 hour with proper mining tools. The wall is also affected by spells that affect up to 10’ of inanimate material, Dispel Enchantments, Rock to Mud, and Suppress Enchantments. No other spells or effects have any affect. Any creature standing on the phys rep of the wall when the spell is cast will be forced to the side away from the caster. Any creature that has an active Earth Shield is completely protected from the negative effects of the wall and may decide which side of the wall to end up on. If they do not immediately move out of contact with the Wall, the Shield will be expended and the target will take all Wall effects normally. This spell requires that a length of rope or tape (preferably brown) be used to mark the position of the wall.

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Bind Line of Sight 8 ManaI Call Upon the Power of Earth to Bind YouThis spell causes a large hand of Earth to rise from the earth and hold the target in one position. The target can speak but cannot move or cast spells except from the Path of Mind, which requires thought alone. The spell can be broken by a +8 or better strength, which causes 8 points of Earth damage and requires a three count to accomplish. The victim can be killing blowed while under the effect.

Stone Skin 10 Minutes 9 ManaI Call Upon the Power of Earth to Create Stone Skin.This causes the target’s skin to become as hard as stone. While this is the case, the target is immune to normal, silver, and magical weapon attacks. The recipient is also immune to all “Natural” attacks, including those that duplicate spell effects that would normally affect the target. Spells affect the target normally; in addition, the target cannot cast spells or attack in any way without breaking the spell. The recipient still needs to breathe and is affected normally by gas poisons, but contact poisons and carrier attacks do not affect the recipient. While invoking this effect, the recipient must use this hand gesture: both fists touching in front of their torso.

Earthquake Instant 10 ManaI Call Upon the Power of Earth to Create an Earthquake.This spell causes the ground beneath the target to shake, stunning them for 10 minutes unless protected by an Earth Shield of immune to Earth effects. While stunned, the target cannot move or use any in-game skills and is vulnerable to a killing blow.

Pass Wall 10 minutes 10 ManaI Call Upon the Power of Earth to Create a Pass wall.This spell creates a 10’x10’x10’ corridor through solid earthen or stone material. It creates a perfectly smooth and navigable passage through the material. If an object or person is caught within the corridor when the spell ends, that object or person will be ejected from the corridor to a random side (determined by Plot).

Flesh to Stone 1Hour 11 ManaI Call Upon the Power of Earth to Turn Flesh to Stone.This turns a living target into a statue. In this form, the target is immune to harm, but cannot be moved at all. In addition, the target is unaware of their surroundings while in stone form. The stone form is negated by a Dispel or Suppress Enchantments. If

used on a creature of stone or earth elemental, this spell will remove all natural armor points and allow most to be harmed by normal weapons.

Gauntlet 10 Minutes 11 ManaI Call Upon the Power of Earth to Create a Gauntlet.This spell changes the limb of the target chosen by the caster into that of a minor earth elemental. For the duration, this gives the target the ability to use the arm as a Natural Weapon with a base damage of 5. It may also be used to block as a Monster’s Claw. It cannot, however, be used for casting spells, throwing poisons, using weapons, or any task requiring fine manipulation while the spell is active.

Entomb Instant 12 ManaI Call Upon the Power of Earth to Entomb You.This spell completely encases the target in earth, crushing them and instantly reducing all body, armor, and protectives to -1 unless protected by an Earth Shield or immune to Earth effects. This spell acts as a killing blow, but the target is still affected by life spells and Anchor.

Command Elemental 1 Hour 13 ManaI Call Upon the Power of Earth to Command Elemental.This spell allows the caster to issue one command to an Earth Elemental that it must obey immediately and to the best of its ability, including self-destructive orders.

Solidify Instant 14 ManaI Call Upon the Power of Earth to Solidify the Earth.This spell creates a barrier preventing creatures from making their escape through the earth. This spell causes all beings that used the earth to escape to return to the surface. Once the spell effect is begun, the caster must plant their right foot and incant ‘Solidify’ for each packet thrown. They may cast an unlimited amount of packets provided no other spells are cast and their right foot stays planted.

Rock to Mud Instant 14 ManaI Call Upon the Power of Earth to Turn Rock to Mud.This spell causes a 10x10x10 volume of non-living, inanimate stone or rock to mud. It will destroy a Wall of Earth, Root, Bind, or a being of Earth, including one under the effects of Flesh to Stone.

Mud to Rock Instant 14 ManaI Call Upon the Power of Earth to Turn Mud to Rock.This spell causes a 10x10x10 volume of non-living, inanimate mud to rock or stone. It will act as a Wall of Earth, Root, Bind, or as a Renew on a being of Earth.

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Summon Elemental 1 Hour 15 ManaI Call Upon the Power of Earth to Summon Elemental.This spell will summon a minor earth elemental to perform one task for the caster. This spell lasts until the task in completed, the elemental is destroyed, or 1 hour has elapsed. This spell is not always successful in summoning an elemental; see Plot. This spell will never succeed in combat.

Earth Damage Instant (any) ManaI Call Upon # Earth.This spell allows the caster to call forth large pieces of earth direct them at an opponent. “#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active Earth Shield.

Path of Fire“I Call Upon the Power of Fire to…”Level Spell1 Create Flame2 Enflame3 Melt4 Flame Strike5 Fire Shield6 Enshroud6 Smoke7 Wall of Fire8 Quench Flame9 Fire Aura10 Heat Wave11 See Heat12 Incinerate13 Command Elemental14 Combust14 Inferno15 Forge15 Summon ElementalFire Damage: I Call Upon (#x5) Fire.

Create a Flame 1 Day 1 ManaI Call Upon the Power of Fire to Create a Flame.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation or 24 hours have passed, whichever comes first.

Enflame Instant 2 ManaI Call Upon the Power of Fire to Enflame <Item>.This spell causes the item named by the caster to ignite in flames, causing no damage but making the item too hot to hold. The target must drop the item and the item cannot be held again until 5 seconds have passed, allowing the item to cool. This spell will

work on an item up to the size of a 500 in2 shield that is held in the target’s hands.

Melt Instant 3ManaI Call Upon the Power of Fire to Melt <Item>.This spell causes the item named by the caster to melt, causing no damage to the wielder. The spell renders one 500 in2 or smaller object useless. It will not create a hole in a larger item or structure.

Flame Strike Indefinite 4 ManaI Call Upon the Power of Fire to Strike Flame.This blade spell is cast upon a person, allowing them to deliver +5 fire damage on one strike of a weapon. For example, if a character with no weapon skill used a dagger to deliver this effect, they would call “6 fire.” Up to 4 blade spells can be active on a person at one time. Since the spell modifies the damage call of a strike, once the call with additional damage is made the effect is expended whether the strike is successful or not. Only one blade spell can be used per strike.

Create a Fire Shield Indefinite 5 ManaI Call Upon the Power of Fire to Create a Shield.This spell creates a protective field that will negate the first Fire spell or effect successfully cast upon the recipient.

Enshroud Line of Sight 6 ManaI Call Upon the Power of Fire to Enshroud You.This spell envelops the target in a field of flame, holding them in one position. The target can speak, but cannot move or cast spells unless it can be cast without speaking. Breaking free requires strength of +6 or better, takes a three count, and doing so causes 6 points of fire damage. The victim cannot be moved while under the effects of the spell, however the victim can be killing blowed while under its effects.

Smoke 5 Minutes 6 ManaI Call Upon the Power of Fire to Create Smoke.This spell creates a billowing cloud of smoke that surrounds the target’s head, preventing the target from seeing anything but the smoke, rendering it blind for the duration of the spell. The skill Blind Fighting or the Quench Flame spell will negate the effect.

Wall of Fire 2 Hours 7 ManaThis spell creates a wall of flame up to 10’ across and 10’ high which expands from where the packet lands until it reaches maximum length or prevented from continuing by a barrier. Any weapon or object smaller than armor that passes through the wall will be melted as per the melt spell. Living beings that attempt to go through the wall will take 20 points of

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fire damage as well as having their possessions melted. Any creature standing on the physical representation of the wall when the spell is cast will take the effect from the wall and will be moved to the side of the wall closest to the caster. Any creature that has an active Fire Shield that comes in contact with the Wall of Fire is protected from the negative effects of the wall and may decide which side of the wall to end up on, but this will use up their Fire Shield. This spell requires a length of rope or tape (preferably red) to be used for marking the position of the wall.

Quench Flame Instant 8 ManaI Call Upon the Power of Fire to Quench Flame.This spell causes all fire effects still existing on the target to be negated. A Fire Shield will stop this spell if cast on a person, but the shield will be consumed in the process. It causes 50 points of damage to creatures of elemental fire, but not to beings of magical fire.

Fire Aura Indefinite 9 ManaThis spell causes a bright aura of flame to envelop the target. The Aura will cause the next weapon that strikes the recipient to melt before it can do damage. If the next attack is a natural weapon, the attacker suffers 20 points of magical fire damage before delivering damage. The spell is used up on the first successful hit with a legal weapon, and will not stack with other Aura spells. The Aura does not block magical attacks.

Heat Wave Instant 10 ManaThis spell causes the target to be blatantly stunned for 10 minutes unless protected by a Fire Shield, is immune to Fire, or can resist Fire effects. While stunned the target is vulnerable to a killing blow and cannot move or use any in-game skills.

See Heat 1 Hour 11 ManaThis spell allows the target to see any heat that may be radiating from an unseen living opponent or construct replicating a living being. Corporeal undead tend to be the same temperature as their surroundings and thus cannot be seen with this spell. Incorporeal undead will show up as patches of black, icy cold.

Incinerate Instant 12 ManaThis spell causes the target to explode in flames. The resulting explosion reduces the target’s current body, armor, and protections to -1 total, unless protected by a Fire Shield, immune to Fire, or able to resist. This spell acts as a killing blow.

Command Elemental 1 Hour 13 ManaThis spell allows the caster to issue one command to a fire elemental that it must obey immediately and to the best of its ability, including self-destructive orders.

Combust Instant 14 ManaThis spell allows the caster to destroy up to 10 ft3 of non-living, inanimate material. It affects one target per casting, and will not make a 10’ hole on a larger structure. This spell can be used on a body that has been killing blowed in order to prevent resurrection

Inferno 10 Minutes 14 ManaThis spell creates an aura of glowing flame around the target that acts as a continuous Fire Aura effect for all attacks against the target for the duration of the spell. The target must use this hand gesture: both hands against their chest touching both thumbs together and both index fingers together in a triangle for the duration of the spell. However, this spell can be stopped by a Quench Flame spell.

Forge Indefinite 15X ManaThis spell allows the caster to forge a weapon or armor from raw common ore components. The caster must have all the ore components necessary for the item in hand while the spell is spoken. The caster must have spent a number of Mana points equal to the number of ore components necessary to create the item plus the initial cost of the spell (15).

Summon Elemental 1 Hour 15 ManaThis spell summons a minor fire elemental to perform one task for the caster. This spell lasts until the task is completed, the elemental is destroyed, or 1 hour has elapsed. This spell is not always successful in summoning an elemental; see a Plot. This spell will never succeed in combat.

Fire Damage Instant (any) ManaI Call Upon # Fire.This spell allows the caster to call forth masses of fire and direct them at an opponent. “#” is the damage caused and is equal to 5x the number of spell points used in the casting. No matter how much damage is inflicted at once, it is still negated by an active Fire Shield.

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Path of Water“I call upon the Power of Water to…”Level Spell1 Liquid Light2 Identify Liquid3 Chill4 Breathe Liquid4 Ice Blade5 Water Shield6 Purify Liquid7 Wall of Ice8 Evaporate8 Frostbite9 Water Form10 Freeze11 Bridge12 Dehydrate13 Command Elemental14 Summon ElementalIce Damage: I call upon #x5 Ice.

Liquid Light 1 hour 1 ManaI Call Upon the Power of Water to Light My WayThis spell causes a body of water to emit a bright glow, allowing those around to see clearly within a 5 foot radius of the water. The body of water must be smaller than a 2 foot radius, but no smaller than a handful.

Identify Liquid Instant 2 ManaI Call Upon the Power of Water to Identify Liquid.This spell allows the caster to roughly identify any liquid. Using this spell will give them a simple answer, such as ‘potion’, ‘poison’, ‘water’, etc. If the player has placed a CP into Alchemy or Potion Making, this will allow them to have a more definite answer, such as the level or type of the liquid.

Chill Instant 3 ManaI Call Upon the Power of Water to Chill [Item]This causes the target of the spell to freeze, becoming weak and easily broken. The target may be no larger than 500 in2. Hitting the item will shatter it, but will cause no damage to the one holding the item.

Breathe Liquid 1 day 4 ManaI Call Upon the Power of Water to Breathe LiquidThis spell allows the target to temporarily gain the skill ‘Underwater Breathing’, which allows them to breathe both on land and while submerged. They do not gain the ‘Underwater Combat’ or ‘Swim’ skills.

Ice Blade Indefinite 4 ManaI Call Upon the Power of Water to Create an Ice BladeThis spell causes one weapon to become coated in a layer of magical ice, allowing it to have additional

effects for one strike. Ice Blade will allow the user to call +5 Ice damage on top of their usual damage until they successfully land a hit with the weapon. Upon hitting, the ice will shatter and the weapon’s damage call will return to normal. Blade spells do not stack on one weapon.

Water Shield Indefinite 5 ManaI Call Upon the Power of Water to Create a ShieldThis spell creates a protective field that will negate the first Water spell or effect successfully cast upon the recipient.

Purify Liquid Instant 6 ManaI Call Upon the Power of Water to Purify LiquidThis spell allows the user to rid the target of any one poison, disease, or potion effect.  It can affect a maximum of one target per casting and can purify up to 50 gallons of liquid. This spell will also negate certain Path of Fire effects, as noted in the spell description. If this spell is used on a liquid in a container, the liquid is turned to pure water.

Wall of Ice 1 day 7 ManaI Call Upon the Power of Water to Create a Wall of IceThis spell causes a wall of ice to expand from the point that the packet lands in a 10 foot long, 10 foot tall line. The wall will expand to those dimensions unless stopped by an outside force. This wall acts as a solid barrier and is resistant to damage. The ice acts as elemental ice, meaning it can be melted. However, it takes an hour to create a hole large enough for a man to go through. This spell will be physically represented by a length of rope or tape (preferably blue).

Evaporate Instant 8 Mana I Call Upon the Power of Water to Evaporate YouThis spell causes all water spell or natural ability effects existing on the target to be negated. Water Shield will stop this spell, but it will be used up in the process. Evaporate causes 50 points of damage to creatures of elemental water, including those in Water Form, but not to creatures with simple natural water abilities. This spell will destroy potions, elixirs, and poisons only if specifically used on them.

Frostbite Instant 8 ManaI Call Upon the Power of Water to Frostbite Your <limb>This spell creates a numbing cold which causes the target to lose the ability to use the named limb until it is cured with a Regenerate spell, or until the target dies and is resurrected. This does not affect creatures that are healed by or immune to water spells/effects.

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It does not affect creatures without a metabolism and is stopped by an active Water Shield.

Water Form 1 hour 9 ManaI Call Upon the Power of Water to Create a FormThis spell causes the target’s body to become “living water.” While in this form, the recipient is immune to most spells and weapons. They can still be affected by magic weapons, and certain spells as listed in their description. A person in Water Form can seep through rough, small openings with a three count. A character in Water Form will stay as a cohesive whole fitting into a single container. A Water Form cannot be used to drown another character. While in Water Form characters must use the following hand gesture: hands laid flat against the chest with middle fingertips touching until they wish to end the spell or time runs out. The character cannot attack while in Water Form. A character in Water Form while in water can use the skill Hide at will for the duration of the spell.

Freeze 3 hours 10 ManaI Call Upon the Power of Water to Freeze YouThis spell covers the target with a layer of ice, preventing any movement. The ice covers the target from the neck down, allowing speech but not spell casting. Any damage done to the ice sheath causes damage to the victim. The sheath can be broken by +10 or better strength, but causes the victim 10 points of ice damage and requires a three count to accomplish. The victim can be killing-blowed while under the effects of this spell, but cannot be searched.

Bridge Indefinite 11 ManaI Call Upon the Power of Water to Create a BridgeThis spell allows the caster and those touching the caster to move across a liquid as if it was a solid. The “bridge” moves along with the caster in whichever direction, and the spell is stopped as soon as land is touched again by any in the group.

Dehydrate You Instant 12 ManaI Call Upon the Power of Water to Dehydrate YouThis spell drains away all the water in the target, reducing their current armor, body, and protections to -1 total unless protected by a Water Shield or immune to Water effects. This spell acts as a killing blow, but the target is still affected by Path of Life spells and resurrection skills.

Command Elemental 1 hour 13 ManaI Call Upon the Power of Water to Command ElementalThis spell allows the caster to issue one command to a water or ice elemental that it must obey immediately and to the best of its ability, including self-destructive orders. If the elemental cannot complete the task within 1 hour, it returns to its original task.

Summon Elemental 1 hour 14 ManaI Call Upon the Power of Water to Summon ElementalThis spell calls forth a minor ice or water elemental to perform one command for the caster. The elemental will perform the task as efficiently as possible unless it is destroyed or 1 hour has passed. However, the art of summoning elementals is imperfect, and the spell may not be successful. A Plot will give further instruction.

Ice Damage Instant (any) ManaI Call Upon # Ice.This spell allows the caster to call forth shards of ice and direct them at an opponent. “#” is the damage caused and is equal to 5x the number of spell points used in the casting. No matter how much damage is inflicted at once, it is still negated by an active Water Shield.

BALANCE FAMILYPath of BodyI Summon the Power Within to…Level Spell1 Repel2 Displace3 Shatter4 Create Key5 Body Shield6 Destroy6 Trap7 Deflect Weapons7 Wall of Force8 Refract9 Confine10 Wizard Lock10 Body Weapon11 Mend12 Imprison13 Detonate14 Force Field15 CircleBody Damage: I Summon (#x5) Force.

Repel Concentration 1 ManaI Summon the Power Within to Repel You.This spell summons a magical force that keeps the target 10’ away from the caster. It doesn’t force the target away if closer than 10’ when affected, but it

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does prevent the target from moving any closer. If the caster moves closer, the target is not required to move away. Casters can keep the target repelled for as long as they maintain concentration, but this precludes any other spell casting. Please note that any targets of Limited Massive size or larger are simply too large to be affected by this spell.

Displace Instant 2 ManaI Summon the Power Within to displace <item>.This spell creates a burst of power that opens the target’s hands and forces them to drop the item named by the caster. The target must drop the named item and cannot pick it back up for five seconds. Another character CAN pick up the item within this time. This spell will work on any one item in the target’s hands, but will be negated by an active Force Shield.

Shatter Instant 3 ManaI Summon the Power Within to Shatter <item>.This spell causes the item named by the caster to shatter into hundreds of pieces, causing no damage to the wielder. This will render one object the size of a shield useless, but will not create a shield-sized hole in another structure. Objects that are Unshatterable are unaffected by this spell.

Create Key Instant 4 ManaI Summon the Power Within to Create a Key.This spell creates a magical key to open any game lock. It will not open magical locks, only physical mechanisms. This will not disarm any traps attached to the lock.

Body Shield Indefinite 5 ManaI Summon the Power Within to Create a Shield.This creates a protective field that will negate the first Body spell successfully cast upon the recipient.

Destroy Instant 6 ManaI Summon the Power Within to Destroy <item>.This spell is a stronger form of the Shatter spell, affecting objects up to and including the size of a door. It will not create a door-sized hole in a larger structure.

Trap Line of Sight 6 ManaI Summon the Power Within to trap your <limb>.This spell creates an invisible construct that will immobilize one of the target’s limbs. The affected limbs cannot be used for movement, combat, spell casting, or anything else. Targets with a +6 strength or better may rip free of the spell with a three count, but will take 6 points of damage doing so. The target

is not vulnerable to a killing blow, and may be searched if the target cannot prevent it.

Deflect Weapons Indefinite 7 ManaI Summon the Power Within to Deflect Weapons.This spell creates a protective field that will block the first attack from a game weapon, no matter what damage the weapon causes. It will not, however, block Massive damage. The target must call Deflect to let their opponent know that they had that effect to block the strike. This spell is not stackable with Fire Aura or Wind Barrier.

Wall of Force 1 Day 7 ManaI Summon the Power Within to Create a Wall.This spell creates a wall of invisible power up to 10’ across which expands from the point of origin until it reaches 10’ in length or is stopped by a barrier. No weapon or object may pass through the Wall. All physical creatures are also prevented from crossing the barrier. Any creature standing on the phys rep of the wall when the spell is cast will be forced to the side away from the caster. Any creature that has an active Body Shield may decide which side of the wall to end up on, but this expends the Shield. All spells are stopped by the Wall as by a solid object save for Dispel Enchantments and Refract, which will destroy the Wall. This spell requires that a length of rope or tape (preferably orange) be used to mark the position of the wall.

Refract Instant 8 ManaI Summon the Power Within to RefractThis spell causes all Body effects still existing on the target to be negated. A Body Shield will stop this spell, but be used up in the process. Refract will cause 50 points of damage to constructs of Body.

Confine Line of Sight 9 ManaI Summon the Power Within to Confine You.This spell surrounds the target from the neck down in an invisible field of power that immobilizes them and makes them vulnerable to killing blows. The target can still speak, activate items in hand and cast spells from the Path of Mind to free him or herself. This spell can be broken by a +9 or greater strength, causing the target 9 points of damage and requiring a three count to accomplish. The spell lasts until line of sight is broken for 10 seconds, it is dispelled, or the character dies. The target can be searched while under this spell.

Wizard Lock 7 Days 10 ManaI Summon the Power Within to Create a Wizard Lock.This spell surrounds an entire permanent structure (minimum of 10’x10’ to a maximum of 100’x100’)

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with a magical force. A lock (one per spell) and a key must be placed adjacent to a door or other opening that can open and close. When the key is in the lock, the door may be opened and closed. When the key isn’t in the lock, the door may not be opened or closed until the key is in place. This applies to doors that open to the outside of a structure. Those portals that open to the inside of a structure can be opened and closed without opening the Wizard Lock. When the spell goes up, anything and anyone wholly or partially in the entryway is ejected outside the structure, taking no damage. Nothing, including Gaseous Forms and Spirit Forms may enter the structure. If the spell is cast multiple times with the key in the lock and in the caster’s possession within the first minute of the original spell being cast, a duplicate key will be created in the lock it was cast upon for each casting. Only one active Wizard Lock may be in place on a given structure at a time. Note: Plot may deem that a structure is permanent or not so for out-of-game reasons. They may also determine that a structure actually represents more than one structure for out-of-game purposes (most likely to phys rep a particular setting).

Body Weapon 1 Hour 10 ManaI Summon the Power Within to create a <weapon>.This spell creates a weapon out of magical force that will act as a normal, Unshatterable weapon for the duration of the spell. The Body Weapon only exists in the hands of the caster or the hands of the target of the spell. If the weapon is disarmed, dropped, or otherwise leaves the caster’s/target’s grasp, the spell ends. The weapons used as phys reps of a Body Weapon should be marked with orange tape. The weapons are vulnerable to Refract Force, Dispel Magic, and Suppress Enchantment.

Mend Instant 11 ManaI Summon the Power Within to mend <item>.This spell will repair any inanimate item that was damaged or destroyed up to and including the size of a door. This spell may be used to reconstitute a body that has been affected by some type of Destruction effect.

Imprison 1 Hour 12 ManaI Summon the Power Within to Imprison You.This spell surrounds the target with an impenetrable field of Force that prevents the target from moving, speaking, casting spells, or using magical items. This spell can be broken by using a +12 or better strength, causing the target to take 50 points of damage and requiring a three count to accomplish. While under the effect of this spell, the target is vulnerable to a killing blow from the caster only and cannot be

searched, but is invulnerable to general physical attacks and most spells. The spell lasts for the duration or until the caster touches the effect and wills it to end. This spell is negated by Refract, Suppress Enchantments, and Dispel Enchantments.

Detonate Instant 13 ManaI Summon the Power Within to Detonate <item>.This spell destroys up to one 10’ cube of non-living, inanimate material. It only affects one target per casting, and will not make a10’ cubic hole in a larger structure. This spell may be used on a dead body that cannot be affected by a Life spell.

Force Field 10 Minutes 14 ManaI Summon the Power Within to Create a Field.This spell creates a mobile Imprison effect. The recipient must use this hand gesture: hold their fists to their shoulders, right fist to right shoulder etc... Until the spell ends. The recipient can will the spell to end or the spell can be negated by Refract, Dispel Enchantments, or Suppress Enchantments.

Circle 1 Hour 15 ManaI Summon the Power Within to Create a Circle.This creates a circular Wall of Body up to 10’ in diameter, marked as a normal Wall of Body. The caster can allow beings through the circle while it is in operation by stating “<Name> is recognized by the Circle.” This is a conscious effort, must be vocalized, and can be revoked by saying “<Name> is no longer recognized by the Circle.” Revoking recognition does NOT eject the being from the Circle. Only one being may be recognized at a time. This spell is not negated by Refract, Dispel Enchantments, or Suppress Enchantments spells.

Path of Body Damage Instant (any) ManaI Summon # Force.This spell allows the caster to call forth an internal force and direct it at an opponent. “#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active Body Shield.

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Path of Chaos“By the forces of chaos, I…”Level Spell1 Attract2 Detect Law3 Warp4 Chaos Edge5 Chaos Shield6 Tongues7 Tongue of Chaos7 Destroy Wall8 Warp Mind9 Chaos Aura10 Chaos Blade11 Warp Strike12 Sunder13 Rift14 Cloak of Chaos15 Fatal RageChaos Damage: I call upon (#x5) Chaos.

Attract Concentration 1 ManaBy the forces of chaos, I attract you.This spell calls upon a chaotic force that keeps the target within 10’ of the caster. Targets of Limited Massive size or larger are too large to be effected by this spell.

Detect Law Instant 2 ManaBy the forces of chaos, I detect law.This spell allows the caster to determine if the target is affected by Law.

Warp Instant 3 ManaBy the forces of chaos, I warp your <Item>.This spell causes the item named by the caster to warp its shape until it shatters. This will render any one item the size of a shield useless. It will not make a shield sized hole in a larger structure.

Chaos Edge Indefinite 4 ManaBy the forces of chaos, I create a chaos edge.This blade spell is cast upon a person, allowing them to change their damage to any flavor for one strike of a weapon. Up to 4 blade spells can be active on a person at one time. Once the call with altered damage is made the effect is expended whether the strike is successful or not. Only one blade spell may be used per strike.

Law Shield Indefinite 5 ManaBy the forces of chaos, I create a shield.This spell creates a protective field that will negate the first Law spell or effect successfully cast upon the recipient.

Tongues 1 Hour 6 ManaBy the forces of chaos, I make you speak <language>.For an hour after casting this spell, the target is forced to speak the language designated by the caster of the spell. The language must be one known by the caster of this spell.

Words of Chaos 1 Hour 7 ManaBy the forces of chaos, I twist your words.This spell will make the target lie every time they speak for an hour. If the target is commanded to tell the truth through magic, it will break the spell. If the target was first commanded through magic to tell the truth, this spell will override the command.

Destroy Wall Instant 7 ManaBy the forces of chaos, I destroy wall.This spell will remove the targeted wall spell. The caster must cast the spell through the area representing the wall.

Warp Mind 10 Minutes 8 ManaBy the forces of chaos, I warp your mind.This spell causes the target to fly into a blind rage, attacking the nearest creature until either the target or the creature is unconscious. The target will continue to attack the next creature it sees until the 10 minutes has elapsed, the spell is removed, or the target is dead.

Chaos Aura Indefinite 9 ManaBy the forces of chaos, I create a chaos aura.This spell creates a chaotic field that will return the first attack from a game weapon, no matter what damage the weapon causes. This causes both the target of the attack and the attacker to take the weapon’s full damage. The target must call Chaos Aura to let their opponent know that they had the effect to reflect the strike. This spell is not stackable with Fire Aura, Lightning Barrier, or Deflect Weapons.

Chaos Blade 1 Hour 10 ManaBy the forces of chaos, I create a chaos <weapon>.This spell creates a weapon of chaos that will act as a normal weapon for the duration of the spell, with the exception that the weapon can be of any damage flavor. Once the damage flavor is called, it is set and cannot be changed without recasting the spell. The chaos weapon only exists in the hands of the target of the spell. If the weapon leaves the target’s grasp, the spell ends. The weapon is vulnerable to Dispel Magic and Suppress Enchantments.

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Warp Strike Indefinite 11 ManaBy the forces of chaos, I warp your strike.This blade spell is cast upon a person, allowing them to change their damage type to massive for one strike of a weapon. Only 1 Warp Strike can be active on a person at a time. Once the call with altered damage is made the effect is expended whether the strike is successful or not. If the attack is successful, the weapon takes a destroy effect. While Warp Strike is active on a person, they can have only 3 other blade spells active. Only one blade spell may be used per strike.

Sunder Instant 12 ManaBy the forces of chaos, I sunder you.This spell causes the target to be torn asunder by chaotic forces, instantly reducing all body, armor, and protective to -1 unless protected by a Chaos Shield or immune to Chaos effects. This spell acts as a killing blow, but the target is still affected by life spells and Anchor.

Rift 10 Minutes 13 ManaBy the forces of chaos, I create a rift.This spell tears open a 10’ by 10’ rift in space, allowing instant passage to a location up to 1 mile away. Anything that enters the rift must have an active Chaos Shield or Law Shield or else take the effects of the Sunder and Destroy spells before making it to the other side.

Cloak of Chaos 1 Hour 14 ManaBy the forces of chaos, I create a cloak.This spell will shroud the target in a cloak of chaos that scatters the light and sound around them, hiding them and making them undetectable. While under the effects of this spell, the target cannot move, speak, or perform any action without breaking the spell.

Fatal Rage 10 Minutes 15 ManaBy the forces of chaos, I cause Fatal Rage.This spell sends the target into a fit of intense rage, causing them to pulse with chaotic energy. The target gains +5 damage with all weapons he/she wields, +20 stamina, +30 Body Points, can cast spells while taking damage, and gains immunity to Fear, Sleep, Stun, Command, and Feeble Mind effects. After 10 minutes has elapsed the character’s body is so damaged that the spirit requires a resurrection. The character will attack the first target it sees.

Chaos Damage Instant (any) ManaI call upon # Chaos.This spell allows the caster to call forth a mass of chaotic energy and direct it at an opponent. “#” is the damage caused and is equal to 5x the number of Mana

used in the casting. No matter how much damage is inflicted at once, it is still negated by an active Chaos Shield.

Path of Law“By the power of law, I…”Level Spell1 Sense Truth2 Detect Chaos3 Clear Mind4 Restore5 Law Shield6 Armor of Law6 Fatigue7 Compel Truth8 Order9 Detain10 Inhibit11 Combat Focus12 Judgment13 Command Servant14 Purge15 Summon Servant of Law

Sense Truth Instant 1 ManaBy the power of law, I sense truth.This spell will allow the caster to determine if the last phrase said by the target was true.

Detect Chaos Instant 2 ManaBy the power of law, I detect chaos.This spell allows the caster to determine if the target is affected by Chaos.

Clear Mind Instant 3 ManaBy the power of law, I clear your mind.This spell will stop most Chaos or Law effects or abilities on the target. The spells are Attract, Words of Chaos, Warp Mind, Compel Truth, Detain, Inhibit, Tongues, and Order.

Restore Instant 4 ManaBy the power of law, I restore <item>.This spell will restore any non-magical properties of a shield sized object that has been destroyed. It will not close a shield sized hole in a wall.

Chaos Shield Indefinite 5 ManaBy the power of law, I create a shield.This spell creates a protective field that will negate the first Chaos spell or effect successfully cast upon the recipient.

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Armor of Law Indefinite 6 ManaBy the power of law, I create Armor of Law.This spell creates a magical armor, granting the target 15 points of natural armor until it is destroyed. Once these points are destroyed, the spell ends. A target may have only one Armor of Law on at a time and it does not stack with Barkskin or Blood Armor. If a second Armor of Law is cast on the target the first spell dissipates.

Fatigue 1 Hour 6 ManaBy the power of law, I fatigue you.This spell causes the target to become fatigued, removing up to 5 stamina from the target’s stamina pool for 1 hour. Once the hour is over, the target regains the stamina that was removed by this spell. Repeated castings of this spell on the same target will not remove more stamina but will prolong the fatigue for an extra hour per casting.

Compel Truth 1 Hour 7 ManaBy the power of law, I compel truth.This spell causes the target to willingly tell the whole truth. A character under the effects of this spell will not attempt to hide information by bending the truth or dodging the question.

Order 1 Hour 8 ManaBy the power of law, I order you.This spell causes the target to obey the next command given by the caster. The target must attempt to immediately complete the task. The target will obey all commands given except for those which will result in an immediate & certain death. The spell lasts until the task is completed, the target is killed, the spell is broken or 1 hour has passed, whichever comes first.

Detain Line of Sight 9ManaBy the power of law, I detain you.This spell creates a magical barrier that immobilizes the target and makes them vulnerable to killing blows. The target can still speak, activate items in hand and cast spells from the Path of Mind to free him or herself. This spell can be broken by a +9 or greater strength, causing the target 9 points of damage and requiring a three count to accomplish. The spell lasts until line of sight is broken for 10 seconds, it is dispelled, or the character dies. The target can be searched while under this spell.

Inhibit 1 Hour 10 ManaBy the power of law, I inhibit youThis spell causes the target to be prohibited from making aggressive actions. The target cannot wield a weapon, cast spells, throw poisons, or engage in combat until the spell is removed. This will not work on creatures of Limited Massive or Larger size.

Combat Focus Variable 11 ManaBy the power of law, I grant combat focus.This spell grants the target 3 damage reduction for a combat scene or 5 minutes, whichever comes first. This spell does not stack with other forms of damage reduction. If the target has damage reduction from another source, it takes the better of the two values.

Final Judgment Instant 12 ManaBy the power of law, I bring final judgment.This spell causes the target to be crushed by the weight of its crimes, instantly reducing all body, armor, and protective to -1 unless protected by a Law Shield or immune to Law effects. This spell acts as a killing blow, but the target is still affected by life spells and Spirit Anchor.

Command Servant 1 Hour 13 ManaBy the power of law, I Command Servant.This spell allows the caster to issue one command to a Servant of Law that must obey immediately and to the best of its ability, including self-destructive orders.

Purge Instant 14 ManaBy the power of law, I purge you.This spell negates all non-permanent magical shields, plus armor, plus body, and natural armor provided by spells such as Barkskin, Blood Armor, or Armor of Law. An active Law Shield will prevent this from occurring, but will be used up in the process. This spell can target an item to suppress all permanent magical effects on an item for 24 hours.

Summon Servant 1 Hour 15 ManaBy the power of law, I summon a Servant of Law.This spell summons a servant of law to perform one task for the caster. This spell lasts until the task is complete, the Servant is destroyed, or 1 hour has passed. This spell will not always be successful in summoning a Servant; see a Plot. This spell will never succeed in combat.

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Path of Mind“With the Power of my Mind…”Level Spell1 Empathy2 Detect Mind3 Weaken4 Clear5 Mind Shield6 Dream7 Blind8 Shock9 Control10 Stun11 Forget12 Slay13 Remember14 Mesmerize14 ForbidMind Damage: With my mind, I cause #x3 body.

Empathy Instant 1 ManaWith the Power of my Mind, I Create EmpathyThis power allows the caster to determine the emotional condition of the target. Empathy detects the specific emotions and their level of intensity at time of casting. The target of the emotions can be determined by a second use of this power. However, the origin of the emotions (Natural, Magical, Psionic, or Alchemical) is not revealed by the use of this power, nor are any thoughts; no matter how intense they are, transmitted by this power.

Detect Mind Instant 2 ManaWith the Power of my Mind, I Detect MindThis power allows the caster to determine whether or not the target possesses a mind. Detect Mind will reveal if the target is Sentient, Self-willed, Instinctual, Programmed, or Non-Sentient. It will also reveal the presence of multiple minds occupying the same form or a link to a Group Mind. Specific thoughts, levels of intelligence, or origins are not revealed by this power.

Weaken Line of Sight 3 ManaWith the Power of my Mind, I Weaken YouThis power allows the caster to interfere with the target's reflexes, fighting skills, reducing his effectiveness with a weapon. The target of this power must reduce his damage with any weapon by -5 so long as the power is in effect. This power is not cumulative with other weakness effects. This is a mind affecting power.

Clear Instant 4 ManaWith the Power of my Mind, I Clear Your Mind This power allows the caster to rid a mind of external influences. This will free a person of Command, Sleep, Enthrall, Rage, Enrage, Slumber, Control, Weaken, and other mind influencing affects, whether magical, alchemical, or psionic. This power functions as an awaken spell for these purposes.

Mind Shield Indefinite 5 ManaWith the Power of my Mind, I Create a ShieldThis power allows the caster to create a protective field around the target that will protect the target from the first Mind power or effect successfully used on the recipient. This is announced “Mind Shield.”

Dream 10 Minutes 6 Mana With the Power of my Mind, I Create a DreamThis power allows the caster to force a target into a deep sleep. The target will remain asleep for 10 minutes unless an Awaken or Clear is used upon them or someone takes one minute to shake them rigorously and shout at them. While under the effects this power, the target is vulnerable to a killing blow.

Blind Line of Sight 7 ManaWith the Power of my Mind, I Blind You This power allows the caster to prevent the target from using his sense of sight to guide him or recognize anything. The affect is simulated by a loss all weapon combat skills. The target may cast spells or use alchemy but must keep his eyes closed. Movement is possible with a guide. The target may not be killing blowed unless first rendered unconscious or immobile. A character with the skill Blind Fighting may ignore the effect of this power.

Stun 10 Minutes 8 ManaWith the Power of my Mind, I Stun YouThis power causes the target to become rigid, unable to move. While under the effects of this power, the target is vulnerable to a killing blow. In addition, the target is unable to speak, use any physical in-game skills or magical items. This is not a binding power. The target of this power can be searched.

Control 1 Hour 9 ManaWith the Power of my Mind, I Control YouThis power causes the target to obey the next command given to him by the caster. The target must immediately attempt to complete the task. The target will obey all commands except those that are obviously self-destructive in nature. The power lasts until the command is completed, the duration ends, the power is broken, or the target is killed.

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Shock 10 Minutes 10 ManaWith the Power of my Mind, I Shock YouThis power causes the target to go into shock, rendering the target immobile unless protected by an active Mind Shield or immune to Mind effects. While stunned, the target is vulnerable to a killing blow, cannot move or use any game skills.

Forget Indefinite 11 Mana With the Power of my Mind, I Make You Forget This power allows the caster to remove the last 15 minutes of the target's memory, causing him to forget the events of that time. If a Clear is used upon the target within 5 minutes of being affected, the effects are reversed. If not, the power's affects are permanent.

Slay Instant 12 ManaWith the Power of my Mind, I Slay You This power allows the caster to send a massive surge of mental energy into the target's mind, killing him instantly. The use of this power reduces the victim's total body and protectives to -1 total, unless protected by a Mind Shield or immune to psionic affects. This power acts as a killing blow; however, the target is still affected by a Renew or Anchor.

Remember Instant 13 ManaWith the Power of my Mind, I Make You Remember This power allows the caster to reverse the effects of memory effecting poisons, powers, and spells that have been used on the target within the last 24 hours. This power will reverse the effects of one such power, poison, or spell for each use. This will reverse a Forget spell, if it was used in the last 24 hours.

Mesmerize 1 Hour 14 Mana With the Power of my Mind, I Mesmerize You This power allows the caster to place the target under his complete control. The target will not do anything without the caster's orders. While under the effects of this power the target must obey all the commands of the caster, even self-destructive orders. However, the target is not required to use spells, poisons, skills, or items unless the caster specifically directs the target to do so. When fighting with a weapon, the target is not required to call more than base damage with the weapon. The target fights like an automaton with no sense of self-preservation. This spell lasts until the duration is up, the power is negated, or the target dies.

Forbid 1 Day 14 ManaWith the Power of my Mind, I forbid you to <skill>.This power allows the caster to restrict the target from using one specific skill. That skill cannot be used by the target until he resurrects, a Clear, Dispel Enchantments, or 3 Mind Touches are used to negate

the effects. This does not affect skills dependent on the skill that has been nulled; however, any skill that directly uses the forbidden skill cannot be used as well. For example, forbidding Read & Write will stop someone from being able to produce poisons or scrolls, but does not prevent the target from using those items. If a weapon damage skill or backstab is forbidden, then the target’s maximum damage is reduced by the one skill. This power cannot be used against racial abilities that are in continuous effect nor to forbid the target from using Mana.

Mind Damage Instant (ANY) ManaWith my Mind, I Cause # BodyThis power allows the caster to send a surge of psionic power into the mind of another creature causing the amount of body damage equal to 3x amount of amount the Mana used in the attack. No matter how much damage the attack causes, an active Mind Shield will block the attack.

CYCLE FAMILYPath of BloodLevel SpellBy Your Heart's Beating, I…# Heal # Wounds# Cause # Wounds2 Detect Taint3 Weaken4 Stop5 Blood Shield6 Taint7 Enrage8 Cleanse9 Paralysis10 Blood Armor11 Blood Rage12 Slay13 Waste14 Forbid [Skill]15 Blood Gloat

Heal Wounds Instant (ANY) ManaBy Your Blood, I Heal # WoundsThis spell allows the caster to heal the wounds of another character whether caused by damage, poison, or, magic. ‘#’ is equal to the Mana used.

Cause Wounds Instant (ANY) ManaBy Your Blood, I Cause # WoundsThis spell allows the caster to do # body damage to a target. The target must have a metabolism. ‘#’ is equal to the spell points used.

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Detect Taint Instant 2 ManaBy Your Heart's Beating, I Detect TaintThis spell allows a caster to determine if Alchemy or Path of Blood affects a body or object. Multiple castings of the spell will determine what the effect is.

Weaken Line of Sight 3 ManaBy Your Heart's Beating, I Weaken YouThis spell causes a target to become weak, forcing them to cause –5 points of damage with all weapon attacks. The lowest damage that anyone can do is 0 damage. This effect is not stackable. The spell will remain until Dispel Enchantments is cast or target breaks line of sight for 10 seconds. The target of the spell must have a metabolism.

Stop Line of Sight 4 ManaBy Your Heart's Beating, I Stop YouThis spell causes a target to lose the ability to walk, or run. The target may not move their legs while under this spell. The spell lasts until the caster loses line of sight for ten seconds. Others may move the target under the spell and the target may still fight, speak, or cast spells. The target must have a metabolism.

Blood Shield Indefinite 5 ManaBy Your Heart's Beating, I Create a ShieldThis spell creates a protective field that will negate the first blood spell or effect that strikes the recipient. The spell is announced “Blood Shield”.

Taint 1 Hour 6 ManaBy Your Heart's Beating, I Taint YouThis spell causes the target to come under a powerful taint that prevents the target from wielding a weapon, casting spells, throwing poisons, engaging in combat or running until cured. This spell can be cured by a Purify Liquid, Cleanse, Heal, or Rejuvenate. The target must have a metabolism.

Enrage 10 Minutes 7 ManaBy Your Heart's Beating, I Enrage YouThis spell sends the target into a fit of rage. The target will attack the nearest opponent until they run out of opponents. The caster may direct the target at the start of the spell if they can communicate. The target must have a metabolism.

Cleanse Instant 8 ManaBy Your Heart's Beating, I Cleanse YouThis spell negates the effects of most magical or alchemical poisons. Cleanse cures many carrier effects such as paralysis, poison, or nausea. It does not remove damage done by these effects.

Paralysis 10 Minutes 9 ManaBy Your Heart's Beating, I Paralyze YouThis spell causes the target to become rigid and unable to move. The target is unable fight or cast spells. Others may move the target. The target may receive a killing blow. The target must have a metabolism. Blood Armor Indefinite 10 ManaBy Your Heart's Beating, I Create Blood ArmorThe spell creates a magical aura that that grants the recipient 20 points of natural armor until it is destroyed. Once these points are destroyed, the spell ends. A target may have only one Blood Armor on at a time, and it does not stack with Barkskin. If a second Blood Armor is cast on a target the first spell dissipates. The target must have a metabolism.

Blood Rage 10 Minutes 11 ManaBy Your Heart's Beating, I Blood Rage YouThis spell sends the target into a fit of Blood Rage. The target gains the benefits of Blood Rage as per the skill. At the end of combat or when 10 minutes has elapsed the character falls dead and begins his death count. The character will attack anyone. The target must have a metabolism. Slay Instant 12 ManaBy Your Heart's Beating, I Slay YouThis spell stops a target's heart from beating. This spell counts as a killing blow. Blood Shield or Magic Armor may block the spell. The target of this spell must have a metabolism.

Waste Instant 13 ManaBy Your Heart's Beating, I Waste YouThis spell causes the target to lose the use of its arms and legs for the purposes of locomotion, manipulation, wielding weapons, or any other Objects. This spell will not function on creatures with any type of massive size ability or that have more than four limbs. This spell is negated by Regenerate, Restore, or Cleanse for each limb or a single Dispel Enchantments will give the target the use of limbs again.

Forbid 1 Day 14 ManaBy Your Heart's Beating, I forbid you to <Skill>This power allows the caster to restrict the target from using one specific skill. That skill cannot be used by the target until he resurrects, a Clear, or Dispel Enchantments, This does not affect skills dependent on the skill that has been nulled; however, any skill that directly uses the forbidden skill cannot be used as well. For example, forbidding Read & Write will someone from being able to produce poisons or scrolls, but does not prevent the

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target from using those items. If a weapon damage skill or backstab is forbidden, then the target’s maximum damage is reduced by the one skill. This power cannot be used against racial abilities that are in continuous effect nor to forbid the target from using Mana.

Blood Gloat 10 Minutes 15 ManaBy Your Heart's Beating, I Create a Blood GloatThis spell causes all creatures within a 5’ radius to go into Battle Rage. Each target gains 10 body and does +2 damage on their attacks. Those affected will attack all standing opponents until they see no more targets. The only ones the targets will not attack are those under the same spell and the caster. At the end of the spell those under the spell will go to 0 body. The targets must have a metabolism.

Path of Death“By the Dark Grip of Death, I…”Level Spell1 Darken2 Detect Life3 Weakness4 Silence5 Life Shield6 Blindness6 Defile7 Ruin8 Remove Curse8 Create Zombie9 Command Undead10 Agony11 Create Skeleton11 Rage12 Kill13 Decay14 Undeath15 Create Ghoul15 DeathDeath Damage: By Death’s Grip I cause (#x3) wounds.

Darken Instant 1 ManaBy the Dark Grip of Death, I Darken the LightThis spell allows the caster to negate the target light provided by either an alchemical, magical or natural light source, such as a torch. The owner of light must extinguish the light or otherwise render the glow from the light source inert. This spell will not work on permanent light sources.

Detect Life Instant 2 ManaBy the Dark Grip of Death, I Detect Life.This spell allows the caster to determine if a body is alive. This spell will not reveal the nature of the

target, only if the target is alive or not. This spell will reveal to the caster if the being is a construct, undead, elemental, or animated. It will not reveal the target's lifespan. This spell will tell if the target is alive, dying or dead.

Weakness Line of Sight 3 ManaBy the Dark Grip of Death, I Cause Weakness.This spell causes the target to become weak, forcing them to cause -5 points of damage with all weapon attacks. The lowest damage that anyone under a Weakness will call is zero. This effect is not stackable. The curse will remain until a Remove Curse is cast on them or until the target can break line of sight for 10 seconds. This spell is not cumulative with other damage reducing spells or effects.

Silence Line of Sight 4 ManaBy the Dark Grip of Death, I Silence You.This spell causes the target to lose the ability to speak. Silence will prevent the use of spells, magic items that duplicate spells, and scrolls. This curse does not affect the calling of damage from a weapon or alchemical effects.

Life Shield Indefinite 5 ManaBy the Dark Grip of Death, I Create a Shield.This spell creates a protective field around the target that will negate the first LIFE spell or effect that is successfully cast upon the recipient. This is announced “Life Shield”.

Blindness Line of Sight 6 ManaBy the Dark Grip of Death, I cause Blindness.This spell causes the target to lose the ability to see. This effect is simulated by the loss of all weapon combat skills. The target may cast spells but must do so with their eyes closed. Movement is possible with a guide. The target may not be killing blowed unless first rendered immobile or unconscious. A person with the skill Blind Fighting can ignore this effect and fight normally.

Defile 10 Minutes 6 ManaBy the Dark Grip of Death, I Defile You.This spell causes the target unable to wield weapons, cast spells, throw gases, run, nor use any other skills until the target is cured. This spell is negated by a Heal, Vitalize, Rejuvenate, or Purify Liquid spells.

Ruin 7 Days 7 ManaBy the Dark Grip of Death, I cause Ruin.This spell causes the target to take double damage from any spell or weapon attack. This effect remains until removed or the duration ends.

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Remove Curse Instant 8 ManaBy the Dark Grip of Death, I Remove Your Curse.This spell removes all Death spells and effects from a target. An active Death Shield will prevent the curse from being removed but will be used up in the process.

Create Zombie Indefinite 8 ManaBy the Dark Grip of Death, I Create a Zombie.This spell animates a dead, non-animate, possessed corpse, making into a zombie under the control of the caster. A zombie created in this manner is able to use any of the skills or abilities the character possessed in life. It can wield weapons, doing base damage plus modifiers. The corpse is in all other respects a normal zombie. This is considered a minor undead.

Command Undead Indefinite 9 ManaBy the Dark Grip of Death, I Command Undead.This spell allows the caster to command an uncontrolled undead. The caster may issue one command to the target, a minor undead will obey any command, even self-destructive ones; an intelligent undead will obey non-self-destructive commands; major undead are unaffected this spell. This spell forces the target to immediately attempt to complete the given task. This spell will last until the task is completed, the spell is broken or the target is destroyed, whichever comes first.

Agony 10 Minutes 10 ManaBy the Dark Grip of Death, I Create Agony.This spell causes the target to experience pain throughout their entire body, stunning the target for 10 minutes, unless protected by a Death Shield or immune Death effects. While the character is stunned, the character is vulnerable to a killing blow and cannot move or use any skills.Create Skeleton Indefinite 11 ManaBy the Dark Grip of Death, I Create a Skeleton This spell animates a dead, non-animate, possessed skeleton, making into a skeleton under the control of the caster. A skeleton created in this manner is able to use any of the skills or abilities the character possessed in life. It can wield weapons, doing base damage plus modifiers. The corpse is in all other respects a normal skeleton. This is considered a minor undead.

Rage 10 Minute 11 Mana By the Dark Grip of Death, I Cause Rage.This spell causes the target to fly into a blind rage, attacking the nearest creature until either the target or the creature is unconscious. The target will continue to attack the next creature he sees until 10 minutes has elapsed, the spell “Remove Curse” is cast, or the target is dead.

Kill Instant 12 ManaBy the Dark Grip of Death, I Kill You.This spell separates the target's soul from their physical body, reducing their current Body and protective spells to -1 total. This spell acts as a killing blow and requires a Path of Life spell to cure.

Decay Instant 13 ManaBy the Dark Grip of Death, I Decay <item>.This spell allows the caster to destroy any item up to 10' by 10' by 10' of non-living matter. Decay only affects one target per casting. It will not make a 10' hole in a larger structure. This spell can be used on a body that has received a killing blow to make it unaffected by a Renew or Anchor spell.

Undeath Indefinite 14 ManaBy the Dark Grip of Death, I Cause UndeathThis spell causes the target to rise as a zombie after a killing blow has affected them and the time for a Life spell has passed. The zombie will attack living beings until it is destroyed. This curse lasts until it is activated or Remove Curses is cast.

Create Ghoul Indefinite 15 ManaBy the Dark Grip of Death, I Create a Ghoul.This spell animates a dead, non-animated or possessed corpse, making into a ghoul under the control of the caster for 1 Hour. A ghoul created in this manner is not able to use any of the skills or abilities the character possessed in life. It can wield weapons, doing base weapon damage plus modifiers. The corpse in all other respects is a normal ghoul. This is considered minor undead.

Death Indefinite 15 Mana By the Darkness of Death, I Cause DeathThis spell causes the target's body to be destroyed, when the next killing blow or killing blow effect is administered to the target. This prevents a life spell from affecting the target. This curse lasts until it is activated or Remove Curse is cast. The recipient of this curse instinctively knows that he has been affected.

Cause Wounds Instant (ANY) ManaBy the Grip of Death, I Cause (#x3) WoundsThis spell allows the caster to cause Body damage to the target. The amount of damage caused by this magic is 3x the Mana used in the casting of the spell. No matter how many points are used in the casting of the spell. It is still negated by an active Death Shield.

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Path of Life“By the Light of my Life I…”Level Spell1 Aid2 Strengthen3 Empower4 Cure5 Death Shield6 Energize7 Regenerate8 Heal9 Sanctuary10 Spark of Life11 Remove Pain12 Renew13 Vitalize14 Summon Life Spirit15 Self-ResurrectLife Healing: By my Life I heal (#x3) wounds.

Aid Indefinite 1 ManaBy the Light of My Life, I Aid You.This spell adds three points to the target’s Body total. They are the first Body points that the target loses for any reason.

Strengthen Indefinite 2 ManaBy the Light of My Life, I Strengthen You.This blade spell makes the target hit harder with a weapon, doing 3 extra points of damage to any undead. A person may possess up to 4 blade spells total on themselves at any one time. Only one blade spell can be used per strike.

Empower Indefinite 3 ManaBy the Light of My Life, I Empower You.This is a more powerful form of the Aid spell, adding 6 body points to the target’s Body total. These are the first body points that the target loses to any attack, even before the points from an Aid spell.

Cure Instant 4 ManaBy the Light of My Life, I Cure You.This spell will cure recipients of all types of disease and infection. It will not restore any Body points or parts lost to the effects of disease, but will remove any penalties caused by the disease.

Death Shield Indefinite 5 ManaBy the Light of My Life, I Create a Shield.This shield will block the first Path of Death spell to hit the target. Once it negates a spell, the shield is used up and must be cast again. A person can have one of each kind of shield active at one time.

Energize Instant 6 ManaBy the Light of My Life, I Energize You.This spell instantly cures resurrection sickness on a target and restores them to half health if they were below it when the spell was cast.

Regenerate <Limb> Instant 7 ManaBy the Light of My Life, I Regenerate Your <Limb>.This spell re-grows or heals the target’s body part, no matter what spell or effect was used to render the limb useless.

Heal Instant 8 ManaBy the Light of My Life, I Heal You.This spell heals the target’s body of most poisons, alchemical, magical and natural. It will also cure the recipient of many carrier effects, such as Paralyze, Poison, and Nausea. It will not, however, remove damage done by those effects.

Sanctuary 1 Hour 9 ManaBy the Light of My Life, I Create a Sanctuary.The spell creates a 5’ diameter circle around the target, which prevents minor undead creatures from approaching the target. Minor undead creatures already within this circle when the spell is cast are pushed away with no damage. Affected creatures cannot physically, alchemically, or magically attack the target. While this spell is in effect, the target must keep both hands above the head, palms together with the fingers pointing up but not entwined. The target may move, but any attack or spell casting by the target negates the protective field as will disruption of the in-game hand gesture.

Spark of Life 5 Minutes 10 ManaBy the Light of My Life, I Spark your LifeThis spell uses the residual energies of a body whose soul has recently evacuated to temporarily bring the body back to life. The resurrected body is, for all intents and purposes, the same being that it was before it died and is considered a fully living being and not undead. The target can use any of its in-game skills. This spell lasts for either five minutes, until the body’s soul is resurrected or lost, or until the resurrected body takes any damage to its natural body points.

Remove Pain 5 minutes 11 ManaBy the Light of My Life, I Remove Pain.This spell will grant the target 5 damage reduction for a combat scene or the next 5 minutes, whichever comes first. With this spell active, the target may not make any aggressive actions. Aggressive actions will cause the target to fall unconscious. The target is

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aware of the repercussions of aggressive actions. If the target already has a damage reduction, the target will take the better of the two reductions.

Renew Instant 12 ManaBy the Light of My Life, I Renew You.This spell will restore to life a person who has died from damage, poisons, or spells within the last five minutes. It will restore the soul to its original body if there is still a body to which the soul can return. The target of the spell is brought back with 1 Body Point and no protective or enchantments in play.

Vitalize Instant 13 ManaBy the Light of My Life, I Vitalize You.This spell cures the target of any physical or magical damage (such as damage or a missing limb), or effect (such as a poison or curse that has no specific antidote). It will heal a creature to full body and natural armor, no matter how much it possesses.

Summon Life Spirit 1 day 14 ManaBy the Light of My Life, I Summon a Spirit.This spell will create an incorporeal spirit creature that will perform 1 task for the caster. The spell will not cause harm to any living being nor will it destroy inanimate material. The creature can be used to heal you in combat. The creature will disappear after 1 hour has passed.

Self-Resurrect Indefinite 15 ManaBy the Light of My Life, I Assure Resurrection.Once this spell is cast, if the caster dies, they will be resurrected at the end of the normal resurrection period. Yashua will call forth their spirit just before it enters the Abyss and restore it to wherever the body was left. If the body was destroyed, a new body will be formed exactly where the body was destroyed. This spell acts as a full resurrection and can only be cast upon oneself.

Life Healing Instant (Any) ManaBy my Life I heal (#x3) wounds.This spell allows the caster to heal body damage done to the target. The amount of damage healed by this spell is 3x the Mana used in the casting of the spell. No matter how many points are used in the casting of the spell, it is still negated by an active Life Shield.

Path of Soul“By the strength of my soul I…”Level Spell1 Detect Souls2 Read Soul3 Cleanse4 Hold5 Soul Shield6 Calm7 Dismiss Soul7 Direct8 Protect Soul9 Spirit Form10 Anchor10 Exorcise11 Realign12 Return14 Remove15 Split

Detect Souls Instant 1 ManaBy the Strength of My Soul, I Detect Souls.This spell allows the caster to detect any soul within 30 feet of them. It will not tell the caster the nature of the soul in question. An active Soul Shield will stop this for that individual person, but the shield is not used up.

Read Soul Instant 2 ManaBy the Strength of My Soul, I Read Your Soul.This spell will allow the caster to read the nature of one soul. This will tell the caster the types of magic the target associates with as well as their alignment along one axis. The caster must touch the target. It cannot be cast on something whose spirit has left the area. If cast a second time, the spell will give more information at Plot’s discretion.

Cleanse Soul Instant 3 ManaBy the Strength of My Soul, I Cleanse Your Soul.Casting this spell will cleanse a beings soul of any magical effects except for auras, blade spells, or shields. This spell will only stop a possession while it is happening. It will not remove a foreign soul after it has already completed the possession.

Hold Line of Sight 4 ManaBy the Strength of My Soul, I Hold You.This spell will grasp a target’s soul and hold them in place. It can be broken out of with a +3 strength or better. Those who do not meet the strength requirement may still move their body so long as both feet remain planted. The target cannot be killing blowed during this time, and still takes damage normally.

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Soul Shield Indefinite 5 ManaBy the Strength of My Soul, I Create a Shield.This spell creates an invisible shield around a person that will stop the first Path of Soul spell to come in contact with them. Once it negates a spell, the shield is used up and must be cast again. A person can have one of each kind of shield active at one time.

Calm 10 minutes 6 ManaBy the Strength of My Soul, I Calm Your Soul.This spell will instantly calm the target, causing them to sit peacefully for the next 10 minutes. They are still completely aware of their surroundings, but have simply lost any will to take aggressive actions. This spell will end a Battle Rage, causing the target to take the normal effects associated with ending a Battle Rage.

Dismiss Soul Instant 7 ManaBy the Strength of My Soul, I Dismiss Soul.This spell will immediately remove any foreign soul from another’s body. If there is no foreign soul within the target, the spell has no effect and the Mana is expended. It acts as a kill spell for undead, who have no natural souls.

Direct 30 Minutes 7 ManaBy the Strength of My Soul, I Direct You.This spell will allow the caster to issue one command to the target, which they must follow immediately and to the best of their ability. The target will obey all commands except those that are obviously self-destructive in nature. The power lasts until the command is completed, the duration ends, the power is broken, or the target is killed.

Protect my Soul 5 minutes 8 ManaBy the Strength of My Soul, I Protect my Soul.This spell causes the caster to become immune to any death effects for 5 minutes or a combat scene, whichever comes first. This spell is still stopped the first time if the user has a Soul Shield active, and the shield will need to be recast once the 5 minutes has passed.

Create a Spirit Form 1 hour 9 ManaBy the Strength of My Soul, I Create a Form.This causes the body of the caster to become an immaterial spirit. While in this form the caster is immune to all physical attacks and spells. In this form, the caster may pass through normal walls not more than 3’ thick and other obstructions with little effort. The Spirit Form cannot pass through Wall of Force, Circle of Force, or Wizard Lock. While in Spirit Form the recipient must use this hand gesture:

hands folded in front against the torso in an X until they wish to break the spell or the spell ends.

Anchor Instant 10 ManaBy the Light of My Life, I Anchor YouThis spell strengthens the bond between a soul and its body. It will not return a being who has been killing blowed to life, but it will allow for a field resurrection (which takes 10 minutes), bringing the target back to life without the usual side effects.

Exorcise You Instant 10 ManaBy the Strength of My Soul, I Exorcise You.This spell will evict a foreign spirit from a body, including animated constructs (if they possess a spirit), victims of possession, and spirits bound to places or objects. It will banish extra-dimensional spirits back to their plane of origin. The use of this spell on a creature in Spirit Form will remove the Spirit Form.

Realign You 1 day 11 ManaThis spell allows the caster to choose a new ‘alignment’ for the target for the next 24 hours. The target will retain knowledge of events they choose to do during this time. The caster chooses the new alignment along a certain axis, not the specific actions that will take place while the target is under the effects of this spell. Alignments cross Good, Neutral, and Evil with Lawful, Neutral, and Chaotic. Elves and Faerie will fluctuate between Seelie and Unseelie.

Return Soul Instant 12 ManaBy the Strength of My Soul, I Return Your Soul.This acts as a true revive spell. During this time, the caster’s spirit will enter into the Umbra and call forth the target’s soul. The time this takes varies depending upon how long the target has been dead. This spell does not always work, and the caster must not be interrupted during this time. A soul successfully affected by this spell will immediately begin a new death count, allowing for a Renew spell to be cast. If the count ends without the target being stabilized, the soul will be immediately banished to the Abyss with no chance of resurrection. If properly revived, the death will not be counted against the soul.

Remove Your Soul Instant 14 ManaBy the Strength of My Soul, I Remove Your Soul.This spell causes the target’s soul to be ripped from its body and thrown far into the Umbra. The body will die, but has a small chance of being inhabited by a random Umbral Creature right when the original soul is removed. It will not work on creatures of massive size.

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Split my Soul Indefinite 15 ManaOne of the most highly forbidden spells, this causes the caster’s soul to split and for that piece to be put into an object of the casters choice. The caster must be holding the object during this time. The item will act as an instant, personal resurrection stone if the caster dies. The caster may choose to use a normal resurrection stone rather than their enchanted item. The danger of this spell is that if the item is destroyed, the caster will not know it and the item will no longer function. Each time a soul is split, the chances of it being able to successfully navigate the Umbra lessen by half, meaning that creatures will attempt to take over the body or attack the soul on the way to a resurrection stone. If the caster permanently dies after using this spell, they are considered damned.

In order to increase chances of resurrection once again, a player with this spell may anchor the soul of a recently deceased being within its Final Death count to their own soul for one additional good bead towards their own pick. The player cannot have more than 10 good beads at one time.

FAERIE FAMILYPath of CharmsBy the Strength of my Will, I…Level Spell1 Dancing Light2 Detect Enchantment3 Enhance Strength4 Awaken4 Invisibility5 Charm Shield6 Sleep7 Enchant Weapon8 Command9 Fascinate9 Frighten10 Unveil10 Giant Strength11 Enrage12 Define Enchantments12 Enfeeble13 Dispel Enchantments14 Enthrall15 Summon Phantasm

Dancing Light 1 Day 1 ManaBy the Strength of my Will, I Light my Way.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation of the spell or 24 hours have passed, whichever comes first.

Detect Enchantment Instant 2 ManaBy the Strength of my Will, I Detect Enchantment.This spell allows the caster to detect the presence of magical energy on the target. If cast upon a person, an active Charm Shield will prevent the spell, but will be used in the process. The spell will determine the specific path involved and specific abilities of temporary magic items with multiple castings. The first casting will determine if the item is magical. The second and subsequent castings determine the first path, second, etc. until all paths have been determined. Additional castings will determine the first to last spell effects. The last aspect of the item to be determined is duration. Permanent items cannot be detected beyond the Paths contained.

Enhance Strength Indefinite 3 ManaBy the Strength of my Will, I Enhance your Strength.This blade spell makes the target hit harder with a weapon, doing 3 extra points of damage. It also allows a target to perform a single feat of strength, such as throwing a boulder or ripping out of an effect needing a +3 strength or less. It can also be used to move great weights (90lbs.), or carry someone or something heavy for a ten count. It cannot be used to enhance jumps in combat or to maneuver. A person may possess up to 4 blade spells total on themselves at any one time. Only one blade spell can be used per strike.

Awaken Instant 4 ManaBy the Strength of my Will, I awaken you.This spell will break many Charm effects or abilities on the target. The spells are Sleep, Command, Frighten, Enrage, Enfeeble, & Enthrall, and includes monster abilities that duplicate the spells or alchemical substances that list Awaken as a cure.

Invisibility 24 Hours 4 ManaBy the Strength of my Will, I render you InvisibleThis spell causes the target and his gear to vanish from sight and be undetectable to normal vision or even keen sight. The target is not magically silenced so they may still be detected in that manner. Creatures with advanced senses such as Keen Senses may sense where the target is located, but cannot actually see them. Items dropped or put down become visible and items picked up disappear only if placed inside a pouch or tucked into clothing. Light never becomes invisible but the light source may do so. This spell remains active until magically broken or dispelled, the target attacks any creature, or 24 Hours have elapsed. This means the recipient can still open doors, talk, eat, climb stairs, cast non-aggressive spells, et cetera. Non-aggressive spells are spells that do not have any

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adverse effect on the target such as healing, protective or detect spells. This spell breaks if the user casts a spell that breaks a shield.

Charm Shield Indefinite 5 ManaBy the Strength of my Will, I Create a Shield.This spell creates a protective field that will negate the first Charms spell or effect successfully cast upon the target.

Sleep 10 Minutes 6 ManaBy the Strength of my Will, I Sleep You.This spell causes the target to fall into a deep sleep and stay that way for 10 minutes unless an Awaken is cast upon them or someone takes one minute to shake them vigorously and shout. While asleep, the target is vulnerable to a killing blow.

Enchant Weapon 10 Minutes 7 ManaBy the Strength of my Will, I Enchant your Weapon.This makes the target weapon swing as a magical weapon for the duration of a battle or 10 minutes, whichever comes first. If the weapon is dropped or destroyed the spell ends. This spell may be used on natural weapons such as fists or claws, causing them to do Magic damage as well.

Command 1 Hour 8 ManaBy the Strength of my Will, I Command You.This spell causes the target to obey the next command given by the caster. The target must attempt to immediately complete the task. The target will obey all commands given except for those which are self-destructive in nature. The spell lasts until the task is completed, the target is killed, the spell is broken, or 1 hour has passed, whichever comes first.

Fascinate 10 Minutes 8 ManaBy the Strength of my Will, I Fascinate You.This spell causes the target to become transfixed with the first person, creature, or object he sees. The target is unable to use any game skills or communicate things to others. The target will follow and stare at the person, object or creature for 10 minutes, until the spell is negated, or the target is killed. The target of this spell is unable to cat in any way but follow the object of Fascination, even if the object is in danger.

Frighten 10 Minutes 9 ManaBy the Strength of my Will, I Frighten You.This causes the target to see the caster as the embodiment of their greatest fear. The target will immediately leave the area using the fastest manner available to them. However, once out of sight the target may act normally unless the caster comes back

into view again before the spell ends. If this occurs, the target must continue to flee.

Unveil Instant 10 ManaBy the Strength of my Will, I Unveil You.This creates a magical cascade that envelops the target and reveals a shape changer’s natural form. It does not force a change of shape, but reveals an image of the true form. It will also dispel any illusionary effects that obscure the target’s true form so long as those effects are present on the target, not the area in which the target is.

Giant Strength Indefinite 10 ManaBy the Strength of my Will, I Create Giant Strength.This blade spell allows the target to do an extra +6 damage with a weapon. It also allows the target to perform one feat of Giant Strength such as breaking confining spells of level 6 and below, with the usual penalties. It can also be used to move great weights (1800lbs.) and carry someone/something heavy for up to a ten count. Giant Strength jumps cannot be used in combat or to maneuver. Up to 4 blade spells can be active on a person at one time. Only one Blade spell can be used per strike.

Enrage 10 Minutes 11 ManaBy the Strength of my Will, I Enrage You.This spell causes the target to fly into a blind rage, attacking the nearest creature until the either the target or the creature is unconscious. The target will continue to attack the next creature it sees until 10 minutes have passed the spell is broken, or all targets are dead.

Define Enchantment Instant 12 ManaBy the Strength of my Will, I Define Enchantment.This spell allows the caster to better define the particular enchantments placed upon an item or person. Once a Detect Enchantment is cast upon a person or object, a Define Enchantment by the same caster will allow the character to better narrow the scope of research for a permanent item. Or in the case of items that last only for a short amount of time, it will determine the nature of the enchantments placed upon the item or person. This spell is blocked by an active Charm Shield, but the Shield will be used in the process.

Enfeeble 1 Hour 12 ManaBy the Strength of my Will, I Enfeeble your Mind.This spell causes the target to forget all in-game skills and regress to the mentality of a child for an hour. The target cannot wield a weapon, cast any spells, or think coherently until the spell effect is dispelled, has ended, or the target dies. The target

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will not remember anything that happens while enfeebled.

Dispel Enchantments Instant 13 ManaBy the Strength of my Will, I Dispel Enchantments.This spell negates all non-permanent magical spells and effects on a target. An active Charm Shield will prevent this from occurring, but will be used up in the process. This spell will cause 50 points of damage to magical constructs like golems. Permanent magical items are unaffected by this spell and instant effects cannot be dispelled.

Enthrall 1 Week 14 ManaBy the Strength of my Will, I Enthrall You.This places the target under the caster’s control. The target can do nothing without the caster’s orders while under this spell, and must obey all commands the caster gives, even self-destructive ones. However, the target is not required to cast spells, special attacks poisons, or items unless the caster specifically directs the target to do so. When fighting with a weapon, the target is not required to call more than base damage, and fights like an automaton with no sense of self-preservation. The spell lasts until it is dispelled, removed, the target dies, or 1 week has passed.

Summon Phantasm 1 Hour 15 ManaBy the Strength of my Will, I Summon Phantasm.This allows the caster to summon a Phantasm to perform one task for the caster. This spell lasts until the task is complete, the Phantasm is destroyed, or 1 hour has passed. This spell will not always be successful in summoning a Phantasm; see a Plot. This spell will never succeed in combat.

Path of CosmicBy the Eternal Cosmos, I…Level Spell1 Timekeeper2 Detect Age3 Slow4 Hasten5 Cosmic Shield6 Crumble7 Barrier8 Shrivel9 Time Break10 Stasis11 Time Lapse12 Age12 Seal Fate13 Restore14 Stop Time15 Disintegrate

Timekeeper Other 1 ManaBy the Eternal Cosmos, I Create a Timekeeper.This spell allows the caster to learn the duration of any spell effect. To use this spell the player must have a timepiece or must find one. This spell can be used to tell the caster when a spell is going to expire or how far along a person is on their death count.

Detect Age Instant 2 ManaBy the Eternal Cosmos, I Detect Age.This spell tells the caster the age of a person or object targeted by the spell. It tells the exact amount of time that has passed since the person’s birth or the object’s creation. If cast upon a person, an active Time Shield will prevent Detect Age from functioning, but be used up in the process.

Slow Line of Sight 3 ManaBy the Eternal Cosmos, I Slow Your Body.This spell slows a target’s blows, reducing the damage of all weapon attacks by 5 points, to a minimum of zero. The spell remains until a Time Break is cast or line of sight is broken for 10 seconds. This spell will not stack with other damage reducing spells or effects.

Hasten Indefinite 4 ManaBy the Eternal Cosmos, I Hasten Your Body.This blade spell is cast upon a person, speeding their blows and allowing them to deliver +5 damage on one strike of a weapon. For example, if a character with no weapon skill used a dagger to deliver this effect, they would call “6 normal.” Up to 4 blade spells can be active on a person at one time. Since the spell modifies the damage call of a strike, once the call with additional damage is made the effect is expended whether the strike is successful or not. Only one blade spell can be used per strike.

Cosmic Shield Indefinite 5 ManaBy the Eternal Cosmos, I Create a Shield.This spell creates a protective field that will negate the first Cosmic spell or effect successfully cast on the target.

Crumble Instant 6 ManaBy the Eternal Cosmos, I Crumble <ITEM>.This spell speeds up time on an object, causing it to age, rust, erode or weaken and become useless. This spell destroys one item up to the size of a door, but will not create a door-sized hole in a larger object.

Barrier 2 Hours 7 ManaBy the Eternal Cosmos, I Create a Barrier.This spell creates a wall of temporal distortion up to 10’ across which expands from the point of origin

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until it reaches 10’ in length or is stopped by an outside force. All physical objects passing through will be subjected to a Crumble effect. A creature with an active Cosmic Shield is completely protected from the negative effects of the wall and may decide which side of the wall to end up on. If they do not immediately move out of contact with the Wall, the Shield will be expended and the target will take the Wall effects normally. This spell requires that a length of rope or tape (preferably pink) be used to mark the position of the wall. Dispel Enchantments or Time Break will negate the barrier.

Shrivel Instant 8 ManaBy the Eternal Cosmos, I Shrivel Your <LIMB>.This spell ages the named limb until it is rendered infirm and useless. No weapon may be used by that limb; in addition, that limb may not be used to cast spells or for locomotion. This spell is negated by Regenerate, Restore, Time Break, or Dispel Enchantments.

Time Break Instant 9 ManaBy the Eternal Cosmos, I Create a Time Break.This spell causes all Time effects still existing on the target to be negated. An active Time Shield will negate this spell but be used up in the process. Time Break causes 50 points of damage to creatures linked to Time magics.

Stasis 10 Minutes 10 ManaBy the Eternal Cosmos, I Create Stasis.This spell stops the target in time, causing them to become rigid and immobile. The target is still movable by others and is vulnerable to a killing blow. The target is unable to speak, use items, skills, or spells, but is still affected by spells normally. This spell lasts for 10 minutes or until the target receives a Time Break or Dispel Enchantments. This is not a binding spell, and the victim can be searched and killing blowed. This spell has no effect on creatures without a metabolism.

Time Lapse Instant 11 ManaBy the Eternal Cosmos, I Create a Time Lapse.This spell causes the target to forget the last 15 minutes of time and all the events that occurred in them. If a Time Break is cast upon the target within 10 minutes, the effects are reversed. If not, the effects of the spell are permanent.

Age Instant 12 ManaBy the Eternal Cosmos, I Age You.This spell instantly ages the target beyond the limit of its natural lifespan, instantly reducing the target’s total Body points, Armor, and protectives to -1

unless protected by a Cosmic Shield. This spell acts as a killing blow, but the target is still affected by life spells and Spirit Anchor.

Seal Fate Instant 12 ManaBy the Eternal Cosmos, I Seal Your Fate.This spell will restore to life a person who has died from damage, poison, or spell within the last four minutes. It will restore the soul to its original body if there is still a body to which the soul can return. The target of the spell is brought back with 1 Body Point and no protectives or enchantments in play.

Restore Instant 13 ManaBy the Eternal Cosmos, I Restore <ITEM>This spell will repair any object that has been damaged or destroyed in the last five minutes. This spell will affect any object up to and including the size of a door, but it will not return Body points or Natural Armor to a damaged creature. It will, however, reverse the effects of the Shrivel spell.

Stop Time 10 minutes 14 ManaBy the Eternal Cosmos, I Stop Time.His spell will completely stop a person in time, making them rigid and unable to move or be moved. The target is immune to all spells and physical damage, and cannot be killing blowed. This spell stops ALL time for the target, including the time needed to take damage or receive a healing/life spell. This spell lasts for 10 minutes or until the target is hit by a Time Break, Suppress Enchantments or Dispel Enchantments.

Disintegrate Instant 15 ManaBy the Eternal Cosmos, I Disintegrate <ITEM>.This spell totally destroys up to 10’ cubic of non-living, inanimate matter, one target per casting. It will not make a 10’ hole in a larger structure. This spell may be used on a body that has been killing blowed to make it unaffectable by a life spell or Spirit Anchor. Restore and Mend have no effect.

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Path of NatureBy the Forces of Nature I. . . Level Spell1 Sense Taint2 Find/Hide Path3 Rot3 Messenger4 Entangle5 Nature Shield6 Venom7 Wall of Thorns8 Barkskin9 Freedom10 Command Animal11 Command Plant12 Revive13 Rejuvenate14 Conceal15 Summon Guardian

Sense Taint Instant 1 ManaBy the Forces of Nature I Sense TaintThis spell allows the caster to determine if a person or object is tainted with unnatural powers. This spell will not reveal the exact nature of the taint, but subsequent spells may reveal the strength or general nature of the taint.

Find/Hide Path Instant 2 ManaBy the Forces of Nature I <Find/Hide> the PathThis spell will allow the caster to increase or decrease the chances of a character with tracking a particular quarry. FIND PATH allows a character to track with level 1 skill or adds 2 successes to another person’s Tracking Pick. HIDE PATH allows the character to counter track with level 1 skill or add 2 failures to a Tracking Pick. A Plot must be informed if this spell is cast before a Tracking Pick is made.

Rot Instant 3 ManaBy the Forces of Nature I Rot <ITEM> This spell causes one item named by the caster to rot and rust, making the item useless and weak. This spell affects one object up to and including the size of a shield per casting. It will not rot a shield-sized hole in a larger structure or affect living materials.

Messenger 1 Day 3 ManaBy the Forces of Nature I Create a MessengerThis spell allows the caster to imprint a message of up to 12 words upon any small animal, which will then travel for up to one day to the person of the casters choosing. The animal may be as small as a mouse or as large as a crow. If no animal is near the caster the spell fails. The animal must also be able to make sounds with its throat; a fish would not be able to

communicate its message. If the target of the spell is too far away, the messenger will travel for a day and then wander off. Only the recipient of the spell will understand the message (Plot will deliver the message).

Entangle Line of Sight 4 ManaBy the Forces of Nature I Entangle YouThis spell causes vegetation, such as weeds, plants, and grasses to grow and entangle the target immobilizing the target. The target cannot move from the point of the entanglement; however, the target can move his arms and wield his weapons, cast spells, or use magical items. This spell may be broken with +4 Strength or better, causing four points of damage and requiring a three count.

Nature Shield Indefinite 5 Mana By the Forces of Nature I Create a Shield This spell creates a protective field around the recipient that will negate the first Nature spell or Natural effect successfully cast upon the recipient. This spell will not block alchemical substances unless the call begins with “Natural”. For example, this will block “Natural Sleep Poison,” as will an Alchemy Shield. Since the Nature Shield is the more general protective, it is used first. This spell is announced “Nature Shield.”

Venom 10 Minutes 6 ManaBy the Forces of Nature I Create VenomThis spell causes the target to come under the effects of powerful venom that prevents the target from wielding a weapon, casting spells, throwing poisons, engaging in combat, or running until cured. This spell is cured by Purify Liquids, Heal, and Rejuvenate.

Wall of Thorns 2 Hours 7 Mana By the Forces of Nature I Create a WallThis spell creates a wall of thorns up to 10' across which expands from the origin until 10' or prevented from continuing by a barrier. Any weapon or object, that comes in contact with or passes through the wall will become stuck to the wall and cannot be freed without +6 or better strength, a spell, or the destruction of the wall. Any creature that attempts to pass through the wall will suffer 20 points of damage from the thorns and all of his possessions will be stuck. Spells may not pass through the wall. The wall is affected by spells that affect up to 10' of inanimate material. The wall is negated by a Dispel Enchantments or Suppress Enchantments. All other spells and affects have no effect. If a creature is standing on the physical representation of the wall when the wall spell is cast, that creature is forced (taking no damage) to the side of the wall away from

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the caster. Any hole made in the wall will re-grow immediately after it is made. The spell requires that a length of rope or tape be used to mark the position of the wall (preferably green).

Barkskin Indefinite 8 ManaBy the Forces of Nature I Create a BarkskinThis spell causes the recipient 's skin to toughen and strengthen to the toughness of bark, it grants the recipient 20 points of natural armor until it is destroyed, Once these points are destroyed, the spell ends. The protection acts in all ways like natural armor, but it is not healable and cannot be repaired in any way. No more than one Barkskin can be active on a target at one time, and does not stack with Blood Armor. The recipient of a Barkskin cannot wear any physical armor while the spell is in effect.

Freedom Instant 9 ManaBy the Forces of Nature I Free YouThis spell will release a target from any bonds or influences, magical or physical. This spell will free the target from manacles or binding magic. It will also dispel mind influencing spells or effects, such as Charm magic.

Command Animal 1 Hour 10 Mana By the Forces of Nature I Command AnimalThis spell allows the caster to give the target animal one command that the animal will attempt to complete immediately. The target will obey all commands except those of a self-destructive nature. This spell does not allow further communication between the caster and the animal. The spell lasts until the task is complete, the animal is dead, or 1 hour has passed, whichever comes first.

Command Plant 1 Hour 11 ManaBy the Forces of Nature I Command PlantThis spell allows the caster to give the target plant one command that the plant will understand and attempt to complete immediately. The target will obey all commands except those of an obviously self-destructive nature. This spell does not allow further communication between the caster and the plant or impart the plant with any abilities it does not normally possess. The spell lasts until the task is complete, the plant is dead, or 1 hour has passed, whichever comes first.

Revive Instant 12 ManaBy the Forces of Nature I Revive YouThis spell will restore to life a person who has died from damage, poisons, or spell within the last 4 minutes. Revive will restore a soul to his body if the body is in intact for the soul to return to. A person who has died and brought back to life with this spell

will return the character to 1 Body Point with no protectives or enchantments in place.

Rejuvenate Instant 13 ManaBy the Forces of Nature I Rejuvenate You. This spell will cure the target creature of any physical or magical damage (such as damage or missing limbs), or effect (such as a poison or curse which does not have a specific antidote). This spell will heal a target to full body and natural armor, no matter how much he possesses.

Conceal 1 Hour 14 ManaBy the Forces of Nature I Conceal YouThis spell will change the target’s appearance to that of any natural object such as a tree or large rock. This change affects everything, including the target’s appearance, texture, and scent. While under the effects of this spell, the target cannot move, speak, or perform any action without breaking the spell.

Summon Guardian 1 Hour 15 ManaBy the Forces of Nature I Summon Guardian.This spell sends out a special signal to the nearest Guardian. The Guardian can then choose to respond to the summons or ignore it as he pleases. This spell cannot be cast in combat.

P ath of Sound I Summon the Might of Sound to . . . Level Spell1 Hear Noise2 Vibrate3 Splinter4 Quiet5 Sound Shield6 Slumber6 Harmony7 Wall of Sound8 Resonate9 Trance10 Shockwave11 Sound Net12 Keening13 Echo14 Suggestion15 QuiverSOUND DAMAGE: I Summon (#x5) Sound

Hear Noise Concentration 1 Mana I Summon the Might of Sound to Hear Noise This spell allows the character to detect the presence of sound behind a door or down a corridor that the character could not normally hear, such as breathing or a faint whisper. Loud noises will cause the

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character to lose his hearing until a Restore or a Heal is cast upon him.

Vibrate Instant 2 Mana I Summon the Might of Sound to Vibrate <item> This spell causes the item named by the caster to shake uncontrollably, causing no damage, but making the item impossible to hold the target must drop the item and cannot hold it again for full 5 seconds, when the item comes to rest. This spell will work on an item up to and including the size of a shield that is held in the target’s hand.

Splinter Instant 3 ManaI Summon the Might of Sound to Splinter <ITEM> This spell causes the item named by the caster to break into hundreds of pieces, causing no damage to the wielder. This spell renders one object up to and including the size of a shield Useless. It will not create a shield-sized hole in a larger structure.

Quiet 10 Minutes 4 Mana I Summon the Might of Sound to Quiet You This spell negates any attempt to verbally communicate by the target. Quiet prevents the target from casting spells, activating magical items that must be activated by a command word, or casting from scrolls. This spell does not affect the calling of damage from a weapon or the calling of alchemies.

Sound Shield Indefinite 5 ManaI Summon the Might of Sound to Create a Shield This spell creates a protective field around the target that will negate the first Sound spell or effect successfully cast upon the recipient. This is announced “Sound Shield”. This spell is not stackable with ECHO.

Slumber 10 Minutes 6 ManaI Summon the Might of Sound to Create a SlumberThis spell causes the target to fall into a deep sleep. The target will remain asleep for 10 minutes, a Resonate, Dispel Enchantments, or an Awaken is cast upon the target, or someone spends one minute shaking the victim and shouting. While asleep, the target is vulnerable to a killing blow.

Harmony Instant 6 ManaI Summon the Might of Sound to Create HarmonyThis spell creates sound that calms the hearts and minds of those who are affected by it. The target of the Harmony spell will experience a peaceful sensation that will remove the effects of a Battle Rage. This spell will remove a person from Battle Rage with no adverse side effects.

Wall of Sound 2 Hours 7 ManaI Summon the Might of Sound to Create a Wall This spell creates a wall of sound up to 10' across, which expands from the point of origin to 10' or prevented from continuing by a barrier. Any weapon or object that passes through the wall will be- splintered. Creatures that attempt to cross the wall will take 20 points of sound damage as well as having all of their possessions splintered. Any creature standing on the physical representation of the wall when the spell is cast will take the effect from the wall and must decide which side of the wall to land on. Any creature that has an active Sound Shield that comes in contact with the wall is completely protected from the negative effects of the wall and may decide which side of the wall he wishes to end up on. If the individual does not immediately move out of contact with the wall, the shield will be used and he will take all effects normally. This spell requires a length of rope or tape be used to mark the position of the wall (preferably black).

Resonate Instant 8 Mana I Summon the Might of Sound to Resonate YouThis spell causes all sound effects existing on the target to be negated. A Sound Shield will stop this spell if cast upon a person but will be used up in the process. Resonate causes 50 points of damage to constructs and golems.

Trance 1 Hour 9 ManaI Summon the Might of Sound to Create a TranceThis spell causes the target to obey the next command given to him by the caster. The target must attempt to immediately complete the task given to him. The target will obey all commands except self-destructive ones. The spell lasts until the task is complete, the target is killed, the spell is broken, or 1 hour has passed, whichever comes first.

Shockwave Instant 10 ManaI Summon the Might of Sound to Create a ShockwaveThis spell causes the target to be stunned for 10 minutes unless protected by a Sound Shield or immune to Sound effects. While stunned the target is vulnerable to a killing blow and cannot move, speak, or use any in-game skills.

Sound Net Line of Sight 11 Mana I Summon the Might of Sound to Create a Sound Net This spell envelops the target in a field of sound holding him fast in one position. The target cannot move from his position, cast spells, use poisons, scrolls, or potions. While in the Sound Net, the target is vulnerable to a killing blow can be searched. The target cannot be moved while under the effects of this

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spell. This spell can be broken by a +11 or greater strength, causing the target to take 11 points of damage and requiring a three count.

Keening Instant 12 ManaI Summon the Might of Sound to Create the KeeningThis spell creates a horrifying sound that will frighten the target to death. The target’s current body and protectives are reduced to -1 total, unless protected by a Sound Shield or immune to Sound effects. This spell acts as a killing blow; however, the target is still affected by a life spell or Anchor.

Echo Indefinite 13 ManaI Summon the Might of Sound to Create an Echo This spell creates a protective field around the target that will cause the next sound spell or effect successfully cast upon the recipient to reflect back upon the caster. This spell is not stackable with Sound Shield. This spell is announced “Echo”.

Suggestion 1 Day 14 ManaI Summon the Might of Sound to Create a Suggestion This spell allows the caster to give the target a twelve-word suggestion that the target must attempt to carry out immediately. In addition, the target will not remember the suggestion or the spell being cast upon them. The suggestion will remain in the effect until the suggestion is carried out, a Dispel Enchantments, Suppress Enchantments, Awaken, Clear, Freedom, Purge, or a Resonate is cast, or the duration runs out. Quiver Instant 15 ManaI Summon the Might of Sound to QuiverThis spell creates intense vibrations that will destroy up to 10' of inanimate, non-living material. If cast upon a living being, this spell has no effect. This spell affects only one target per casting. It will not create a hole in a larger structure. Quiver can be used on a body that has been killing blowed.

Sound Damage Instant (ANY) ManaI Summon # SoundThis spell allows the caster to call forth sonic energy and direct it at an opponent. The damage caused is equal to five times the amount of Mana used in the attack. No matter how much damage is inflicted at once, an active Sound Shield negates it.

ANCIENT FAMILYP ath of Arcane I Focus Arcane Power To...Level Spell1 Detect Magic2 Create Focus3 Blast4 Charge Weapon5 Arcane Shield5 Message6 Lock Magic7 Wall of Magic8 Burn Mana9 Mage Armor10 Learn Spell11 Mana Well12 Arcane Might13 Wizard’s Fire14 Scry Magic15 Mana FlareMagic Damage: I Focus (#x5) magic

Detect Magic Instant 1 ManaI Focus Arcane Power to Detect magicThis spell will determine if the target has any magical effects on them at the moment. One casting will give a simple yes or no, but multiple castings will give more information at Plot’s discretion. Create Focus 10 minutes 2 Mana I Focus Arcane Power to Create a Focus This spell allows the target to cast one Path of magic as though they had the appropriate focus in their hand. They must know the Path they wish to cast from, and they may only cast spells they already know. Blast Instant 3 Mana I Focus Arcane power to Blast <item>This spell creates a burst of magic energy, causing the affected item to be thrown away, as per the Greater Disarm effect. This spell causes no damage to the item’s holder. Charge Weapon Indefinite 4 ManaI Focus Arcane Power to Charge Your WeaponThis spell fills the target’s weapon with magical energy, allowing them to swing for +5 magic damage for one hit. Only four blade spells of any kind can be active on a person at one time. Arcane Shield Indefinite 5 ManaI Focus Arcane Power to Create a ShieldThis spell creates a protective field around the target that will negate the first Arcane spell or effect successfully cast upon the recipient. This is announced “Arcane Shield”.

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Message Instant 5 ManaI Focus Arcane Power to Create a MessageThis spell creates a message to travel through the infinite flows of ether to reach its target. The message can be no longer than 12 words. The recipient of the message must have access to Mana in order for the spell to function. If the message is sent to someone without Mana, the spell fails and the Mana is wasted. This spell is limited to less than 20 miles. Lock Magic 1 hour 6 ManaI Focus Arcane Power to Lock MagicThis spell suppresses all magical abilities in the target. While under the effects of this spell, the target loses access to Mana as well as Magical abilities. This includes Psychic abilities and spells. Freedom, Dispel Enchantments, and Suppress Enchantments will remove the effect. Wall of Magic 2 Hours 7 Mana I Focus Arcane Power to Create a Wall This spell creates a 10'x10’ wall of sparkling magic. Spells are not able to cross this wall. Anyone who comes into contact with the wall takes 20 points of Magic damage and takes a Blast effect to all held items. Any creature standing on the phys rep of the wall when the spell is cast will be forced to the side away from the caster. Any creature that has an active Arcane Shield is completely protected from the negative effects of the wall and may decide which side of the wall to end up on. If they do not immediately move out of contact with the Wall, the Shield will be expended and the target will take all Wall effects normally. This spell requires that a length of rope or tape (preferably silver) be used to mark the position of the wall. Burn Mana Instant 8 ManaI Focus Arcane Power to Burn ManaThis spell causes the target’s inner Mana to ignite, and burning away 10 points of their current Mana total. If the target does not have access to Mana, the spell has no effect and the Mana is wasted. The target can never go below 0 Mana. Creatures of magic and constructs hit with this spell take 50 points of magic damage. Mage Armor 10 Minutes 9 ManaI Focus Arcane Power to Create Mage ArmorThis spell creates a protective field around the target that will cause any spell or effect successfully cast upon the recipient to reflect back upon the caster. While the spell is active, the target must stand with their fingers laced in front of the chest with the palms facing outward. They may not move or take any

actions or the spell will be broken and still take physical damage as normal. Learn Spell Instant 10 ManaI Focus Arcane Power to Learn SpellThis spell allows the caster a chance to learn a spell that has been placed upon another character, as long as the caster knows the Path to which the spell belongs. The Mana for this spell is wasted if the caster does not have the proper Path of magic. The chances of learning the spell varies based on rarity, experience with the Path, environmental factors, and level of spell; see Plot. Mana Well 30 Minutes 11 ManaI Focus Arcane Power to Create a Mana WellThis spell creates an immobile, magical point at a target location. The focal point can hold up to 50 points of Mana. Anything with Mana may choose to give Mana to the well by touching it and incanting "By Arcane Rite, I Sacrifice X Mana to the well". To take Mana out of the well, one must reach into it and incant "By Arcane Rite, I Claim X Mana". Any Mana users that know the rite can use it; they do not have to have Path of Arcane. Any Mana left in the pool when the spell ends is wasted. The Mana Well will start with 0 Mana when summoned. Arcane Might Indefinite 12 ManaI Focus Arcane Power to Create Arcane MightThis spell fills the target with unrivaled strength for a brief moment. This spell grants the target +8 strength for a single swing or an action lasting no more than one minute. This effect cannot stack with Enhance Strength, or Giant Strength. You may only have 1 Arcane Might active on you at one time. You may only have 4 blade spells active on you at any time. Wizard's Fire Instant 13 ManaI Focus Arcane Power to Create Wizard’s Fire This spell creates an inferno of destructive, prismatic fire. The fire consumes all equipment on any person it touches, magical or otherwise. If the fire hits an object of 10 feet3 or smaller, the object burns to ash. It will not create a hole in a larger object. If cast on a living creature, the spell will burn everything except for the target’s body alone. Scry Magic Concentration 14 ManaI Focus Arcane Power to Scry MagicThis spell puts the caster into a meditative trance, allowing them to sense magical effects. The spell functions like Commune with Nature, except that the caster monitors magical influences, noting their size, intensity, and general source.

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Mana Flare Instant 15 ManaI Focus Arcane Power to Create a Mana FlareThis spell causes the Mana within the target to erupt violently and totally. The spell causes the target to explode, killing them instantly. The explosion causes Magic damage equal to the target’s current available Mana to everything within a 5’ radius. If the target had no Mana, the target still takes the kill effect, but no additional damage is done.

Magic Damage Instant (ANY) ManaI Focus # MagicThis spell allows the caster to call forth powerful arcane energy and direct it at an opponent. “#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active Arcane Shield.

Path of LunarBy the Light of the Moon...Level Spell1 Moonbeam2 Detect Mark3 Depression4 Lunar Strike4 Lunar Blindness 5 Lunar Shield6 Tranquility7 Lunar Wall8 Eclipse9 Purge 10 Lunacy 11 Call the Beast12 Meteor Storm13 Lunar Sight14 Tide15 Summon Guardian

Moonbeam 1 Day 1 ManaBy the Light of the Moon, I Light My WayThis spell creates a light source (glow stick or muted flashlight), which the caster can use until the dawn, or sunlight touches the physical representation, whichever comes first.

Detect Mark Instant 2 ManaBy the Light of the Moon, I Detect MarkThis spell allows the caster to detect the presence of magical marks upon the target. If cast on a person, an active Moon Shield will prevent it from working but will be used up in the process. Detect Mark will determine whether a mark is magical or not. The origin and possible connections of the mark may be revealed with multiple castings. Multiple castings can be used to detect types of glyphs, what Path a focus tattoo belongs to, etc.

Depression Line of Sight 3 Mana By the Light of the Moon, I Create DepressionThis spell forces the target into a deep depression that affects him physically. The target is physically weakened and unable to fight with full effectiveness, giving a -5 to damage with weapons while that caster is in line of the sight. This spell lasts until the target is dead, line of sight is broken, or a successful Eclipse, Dispel Enchantments, or Suppress Enchantments is cast upon the target.

Lunar Strike Indefinite 4 ManaBy the Light of the Moon, I Create a Lunar StrikeThis blade spell is cast upon a person, allowing him to deliver +5 Silver damage with one strike of a weapon. This spell surrounds the weapon with a glow similar to that of moonlight. Up to 4 blade spells can be active on a person at one time. The wielder has the choice to use this spell on any one strike whether the strike is successful or not. Only one blade spell can be used per strike.

Lunar Blindness Line of sight 4 ManaBy the Light of the Moon, I Blind You.This spell causes target’s eyes to glow with silver light, blinding the target. The target must have eyes to be affected by this spell. Movement is allowed with a guide. The skill Blind Fighting allows the target to use fighting skills. Other actions are not possible without a guide.

Lunar Shield Indefinite 5 Mana By the Light of the Moon, I Create a Shield This spell creates a protective field around the recipient that will negate the first Lunar spell or effect successfully cast upon the recipient. This is called "Lunar Shield”.

Tranquility 10 Minutes 6 ManaBy the Light of the Moon, I Create TranquilityThis spell prevents the target from taking offensive actions for 10 minutes. The target is still able to act normally, running, casting non-attack spells, and using non-offensive poisons and skills. A character under the effects of Tranquility can still give orders and defend himself with his weapons and skills. This spell is negated by an Eclipse, Awaken, Clear, Dispel Enchantments, Purge, or Freedom.

Lunar Wall 1 Day 7 ManaBy the Light of the Moon, I Create a Wall This spell creates a wall of moonlight up to 10’ across which expands from the point of origin until l0' or prevented from continuing by a barrier. Any creature that comes into contact with the wall will suffer the

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effects of the Lunar Blindness spell. Any creature that has an active Lunar Shield that comes in contact with the wall is completely protected from the negative effects of the wall and may decide which side of the wall he wishes to be on. If the individual does not immediately move out of contact with the wall, the shield will be used and they will take all effects normally. Spells pass harmlessly through the wall, as do thrown weapons and gases. This spell requires that a length of rope or tape (preferably purple) be used to mark the location of the wall. Dispel Enchantments and Eclipse will negate this wall. This spell lasts for 1 day.

Eclipse Instant 8 ManaBy the Light of the Moon, I Create an Eclipse This spell causes all Lunar effects still existing on the target to be negated. An active Lunar Shield will stop this spell if cast on a person, but will be used up in the process. Eclipse will cause 50 points of damage to creatures linked to the moon, such as Lycanthropes.

Purge Instant 9 ManaBy the Light of the Moon, I Purge YouThis spell will release a target from any bonds or influences, magical or physical, and will free the character from manacles or binding magics. It will also dispel mind influencing spells or effects that do not require a specific antidote, such as Charm magic.

Lunacy 10 Minutes 10 ManaBy the Light of the Moon, I Create Lunacy This spell causes the target to be consumed by sheer madness, stunning them for the next 10 minutes unless protected by an active Lunar Shield or immune to Lunar effects or Mind effects. While stunned, the target is vulnerable to a killing blow and cannot move or use any in-game skills.

Call the Beast 10 Minutes 11 ManaBy the Light of the Moon, I Call the Beast This spell cause the target to fly into a blind rage, attacking the nearest creature until either the target or the creature is unconscious, if the target of this spell has a Battle Rage skill that is unused; the spell will activate that Battle Rage, and the target will continue to attack the next creature see until 10 minutes have elapsed; the spell is negated, or the target dead.

Meteor Storm Instant 12 ManaBy the Light of the Moon, I Create a Meteor StormThis spell creates a volley of speeding flaming stones which all strike the target, causing massive physical destruction to his body. The target is immediately reduced to -1 total body, unless protected by an active Lunar Shield or immune to Lunar spells and effects.

This spell acts as killing blow; however, the target is still affected by Anchor or life spells.

Lunar Sight 1 Night 13 Mana By the Light of the Moon, I Create Lunar Sight This spell allows the recipient to see better at night. The recipient of this spell is considered to possess the advantage of Keen Sight and is able to see the true form of creatures they focus on (using a 10 count), for the rest of the night. This spell lasts until negated by death of the recipient, a Dispel or Suppress Enchantments, Eclipse, or the sun rises.

Tide Line of Sight 14 Mana By the Light of the Moon, I Create a TideThis spell creates a magical force that prevents ships and creatures native to the water from making their escape by a body of water. This spell causes all beings that use the water to escape to return to land nearest to the caster. Once the spell effect is invoked, the caster must plant his right foot and incant Tide for each packet thrown. The caster can throw an unlimited amount of packets. Only creatures that are hit by a packet are affected.

Summon Guardian 1 Hour 15 ManaBy the Light of the Moon, I Summon a Guardian This spell sends out a special signal to the nearest Guardian. The Guardian can then choose to respond to the summons or ignore it as he pleases. This spell cannot be cast in combat.

P ath of Solar By the Sun’s Bright Rays I…Level Spell1 Shining Path2 Detect Purity3 Flash4 Bright Blade5 Solar Shield6 Chains of Sun7 Wall of Sun8 Solar Flare9 Sun Aura10 Solar Burst11 Bright Vision12 Solar Blade13 Chariot of Sun14 Prism Armor15 Summon GuardianSolar Damage: I Cast (#x5) Sun.

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Shining Path 1 Day 1 ManaBy the Sun’s Bright Rays, I Light my WayThis spell creates a shining pathway, leading towards a location specified by the caster. The spell will only lead the caster to places they have physically been before, and is only visible to the caster.

Detect Purity Instant 2 ManaBy the Sun’s Bright Rays, I Detect PurityThis spell allows the user to determine whether the target is good or evil. Multiple castings will tell the target’s alignment, purity of motives, etc.

Flash Instant 3 Mana By the Sun’s Bright Rays, I Create a FlashThis spell creates a bright flash of sunlight to surround the target, startling them and causing them to drop items in their hands. The items can be retrieved normally after a 5 count.

Bright Blade Indefinite 4 ManaBy the Sun’s Bright Rays, I Brighten my BladeThis blade spell is cast upon a person, allowing him to deliver +5 Solar damage with one strike of a weapon. This spell surrounds the weapon with a shining light. Up to 4 blade spells can be active on a person at one time. The wielder has the choice to use this spell on any one strike whether the strike is successful or not. Only one blade spell can be used per strike.

Solar Shield Indefinite 5 ManaBy the Sun’s Bright Rays, I Create a ShieldThis spell creates a protective field around the recipient that will negate the first Solar spell or effect successfully cast upon the recipient. This is called "Solar Shield”.

Chains of Sun 10 Minutes 6 ManaBy the Sun’s Bright Rays, I Bind YouThis spell creates chains made of bright sunlight to wrap around the target, rendering them immobile for 10 minutes. Breaking free requires +3 strength, takes a three count, and doing so causes 5 points of Solar damage. Undead creatures may be killing blowed while under the effects of this spell.

Wall of Light 1 Hour 7 ManaBy the Sun’s Bright Rays, I Create a WallThis spell creates a wall of pure sunlight up to 10’ across which expands from the point of origin until it reaches l0' or is prevented from continuing by a barrier. Any creature that comes into contact with the wall will suffer a 30 second blindness effect. Undead creatures that come into contact with the wall take 40 points of Solar damage. Any creature that has an active Solar Shield that comes in contact with the wall

is completely protected from the negative effects of the wall and may decide which side of the wall he wishes to be on. If the individual does not immediately move out of contact with the wall, the shield will be used and they will take all effects normally. Spells pass harmlessly through the wall, as do thrown weapons and gases. This spell requires that a length of rope or tape (preferably yellow) be used to mark the location of the wall. Dispel Enchantments, Suppress Enchantments, will negate this wall.

Solar Flare Instant 8 ManaBy the Sun’s Bright Rays, I Create a FlareThis spell does 50 points of damage to creatures directly linked to darkness, the Umbra, or the night.

Sun Aura Indefinite 9 Mana(By the Sun’s Bright Rays, I create an aura)This spell creates an aura of sunlight around the target which protects them from undead. Any undead creature that attacks the target takes an immediate 100 points of Solar damage. Only one Sun Aura may be active on a person at one time.

Solar Burst 10 Minutes 10 ManaBy the Sun’s Bright Rays, I Create a Solar BurstThis spell causes a burst of sunlight to erupt from the caster, stunning the target for the next 10 minutes unless protected by an active Solar Shield or immune to Solar effects. While stunned, the target is vulnerable to a killing blow and cannot move or use any in-game skills.

Bright Vision 1 Hour 11 Mana(By the Sun’s Bright Rays, I Brighten my Vision) This spell allows the user to gain the skill Blind Fighting. This spell lasts until negated by death of the target, or a successful Dispel or Suppress Enchantments is cast.

Solar Blade 30 Minutes 12 ManaBy the Sun’s Bright Rays, I Create a BladeThis spell creates a weapon of sunlight that will act as a Solar weapon for the duration of the spell. It deals the base damage of that weapon with no additional modifiers and swings for Solar damage. The weapon only exists in the hands of the caster or the hands of the target of the spell. If the weapon is disarmed, dropped, or otherwise leaves the caster’s/target’s grasp, the spell ends. The weapons used as phys reps of a Body Weapon should be marked with yellow tape. The weapon is vulnerable to Dispel and Suppress Enchantments.

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Chariot of Sun 10 Minutes 13 ManaBy the Sun’s Bright Rays, I Call a ChariotThis spell creates a chariot of sunlight which can be used to transport up to 500 pounds of material to a location. The caster must have physically visited the location in order for them to send the chariot. Living beings who attempt to touch the chariot feel nothing but warm air and pass right through it. At the end of the 10 minutes or when the caster wills it, the chariot will disappear and reappear instantly at the caster’s chosen location, as long as it is within 10 miles. Upon arrival, the chariot will dissipate, leaving all held items at the location.

Prism Armor 10 Minutes 14 ManaBy the Sun’s Bright Rays, I Create Prism ArmorThis spell creates a shining armor around the target that will cause any spell or effect successfully cast upon the recipient to be negated, and all normal damage to be reduced to 0. While the spell is active, the target must stand with both arms crossed above their head. They may not move or take any actions or the spell will be broken. This spell is negated by a Dispel or Suppress Enchantments.

Summon Guardian 1 Hour 15 ManaBy the Sun’s Bright Rays, I Summon a Guardian This spell sends out a special signal to the nearest Guardian. The Guardian can then choose to respond to the summons or ignore it as he pleases. This spell cannot be cast in combat.

Solar Damage Instant (ANY) ManaI cast # Sun.This spell allows the caster to call forth a mass of blinding light and direct it at the opponent. “#” is the damage caused and is equal to 5x the number of spell points used in the casting. No matter how much damage is inflicted at once, it is still negated by an active Solar Shield.

P ath of Warding I Call Upon Eldritch Power to…Level Spell1 Armor2 Detect Glyphs3 Greater Armor4 Glyph of Warding5 Elemental Glyph7 Message Glyph8 Glyph of Power9 Glyph of Might10 Magic Armor10 Rune of Strength11 Magic Shield12 Glyph of Destruction12 Eldritch Rune13 Erase Glyph13 Elemental Rune14 Glyph of Protection15 Null Rune15 Suppress Enchantments

GlyphsMost glyphs are activated in the way described below. The sole exception is Glyph of Protection, as described in its listing. Only a construct, elemental, or living being may set off a Glyph. Glyphs are activated if someone touches the protected object without first saying the command word, destroys the object, or moves the object more than 5' from its original location even if the command word is known. The command word is a single word chosen at the time of casting. Once set off, the Glyph must be recast to be used again, but need not be redrawn unless the markings have been changed or erased. The original casting requires that the caster draw the glyph on the object before the spell is cast. The Glyph must be at least 3 square inches in size but cannot be more than 5 inches from the center of the design in any direction. The area of effect for any Glyph is measured from the center of the Glyph outward, and is a 5' radius unless otherwise noted in the description. The area of effect of 2 Glyphs cannot overlap. If one Glyph is moved into the area of effect of another Glyph, the Glyph that was moved is negated.

Glyphs can only be charged by touching the item with the Glyph on it and casting the spell into the Glyph. Anyone with the appropriate spells may recharge a Glyph after its initial activation. The Glyph's command word and effects should be written into the Plot's notes at the time of casting, including the necessary Mana.

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Armor Indefinite 1 ManaI Call Upon Eldritch Power to Create Armor.This spell gives the target 3 extra Armor points. As long as the points remain and the damage of an attack doesn’t exceed the remaining points, a character may cast a spell while taking damage. These are the last armor points lost to damage, but will not protect a suit of armor against a breach. Armor spells cannot stack with other Armor spells.

Detect Glyphs Instant 2 ManaI Call Upon Eldritch Power to Detect Glyphs.This allows the caster to tell if an area (door/wall/floor) or an item (chest, etc...) is glyphed. It won’t tell what type of Glyph, just if one’s there or not.

Greater Armor Indefinite 3 ManaI Call Upon Eldritch Power to Create Greater Armor.This is a more powerful version of the Armor spell, granting 6 points of additional Armor, but otherwise acting just the same. It will stack with an Armor spell, but not another Greater Armor spell.

Glyph of Warning 7 Days 4 ManaI Call Upon Eldritch Power to Create a Glyph of Warning.This creates a Glyph that can be placed on an object, which will create a loud sound three times when activated. For example, it can be made to announce “Thief, Thief, Thief!” as loud as the Plot can speak. The glyph must be silver in color and have 4 distinct lines and marks (dot, letter, etc...), no more and no less.

Elemental Glyph 7 Days 5 ManaI Call Upon Eldritch Power to Create an Elemental Glyph.This spell creates a Glyph that the caster can place upon an object. When activated, it will inflict an amount and type of elemental damage that was cast into it when it was created to everything in a 5' radius. Both the Glyph and the Elemental Damage spell are separate castings, so account for the Mana of both spells. Example: a Mage creates the Glyph and a 20 point Fire attack (costing 4 more Mana) is cast into the glyph. When activated, the Glyph will inflict 20 Fire on everything in a 5’ radius. This Glyph must have 5 distinct lines and marks (dot, letter, etc…), no more and no less. The glyph must be the appropriate color for the generated effect (fire=red, water=blue, air=white, earth=brown).

Message Glyph 7 Days 7 ManaI Call Upon Eldritch Power to Create a Message Glyph.This spell creates a magical symbol that the caster can place on an object. The glyph will announce a twelve-word message when activated. This glyph is silver in color and must have seven distinct lines and two distinct characters.

Glyph of Power 7 Days 8 ManaI Call Upon Eldritch Power to Create a Glyph of Power.This glyph will generate a non-damage spell effect from an elemental path that is cast into the glyph when it is created. Example: A Mage creates the Glyph and casts a Vacuum spell into it. When activated, the Glyph will cast a Vacuum spell on the person who triggered the Glyph. Only that person is affected. This Glyph must have 8 distinct lines and 2 distinct marks (dot, letter, etc…) and be the appropriate color for the effect it generates (fire=red, etc…)

Glyph of Might 7 Days 9 ManaI Call Upon Eldritch Power to Create a Glyph of Might.This Glyph is the same as a Glyph of Power, but it can be imbued with a non-elemental spell effect. The Glyph must have 9 distinct lines and 2 distinct marks, no more & no less. The Glyph must be silver in color.

Magic Armor Indefinite 10 ManaI Call Upon Eldritch Power to Create Magic Armor.This spell surrounds the recipient with a protective field that will guard against the effects of a Waylay, Death Strike, or Execute. A Waylay will still deal normal damage, but not render the target unconscious. A Death Strike or Execute will make the target lose all protective spells, armor, and natural armor and be reduced to 1 body point, but not die outright. In either case, the spell is used up.

Rune of Strength 1 Hour 10 ManaI Call Upon Eldritch Power to Create a Rune of Strength.This rune will create a protective field around an inanimate object that will allow the object to resist any attempt to destroy it for the duration of the spell. This rune must have 8 distinct lines and two distinct marks (dot, letter, etc…), no more and no less. This rune is gold in color. Please note that any object this rune is placed on will be consumed one hour after the Rune is cast. This Rune cannot be drawn on an indestructible object.

Magic Shield Indefinite 11 ManaI Call Upon Eldritch Power to Create a Shield.This spell creates a protective field around the target that will negate the first magical spell or effect successfully cast upon the recipient. This spell will be

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used before any other Shield spell. Example: If the target is hit with a Fire spell and has both a Magic Shield and a Fire Shield, the Magic Shield is used up first.

Glyph of Destruction 7 days 12 ManaI Call Upon Eldritch Power to Create a Glyph of Destruction.This Glyph, placed on an inanimate object, will destroy all non-permanent items in a 5’ radius when activated. This glyph must have 12 distinct lines and 3 distinct marks (dot, letter, etc…), no more or less, and be silver in color. An active Body Shield will block the effect of this Glyph.

Eldritch Rune 1 Hour 12 ManaI Call Upon Eldritch Power to Create an Eldritch Rune.When placed on a weapon, this Rune allows a weapon so empowered to swing “Magic” damage for the duration of the Rune. This rune must have 10 distinct lines and 3 distinct marks (dot, letter, etc…), no more or less and be gold in color. The object so empowered will be consumed by the magic when the spell expires. An Eldritch Rune may be etched into an indestructible object at the time of the object’s creation by the object’s creator as long as the creator can cast the Rune. In this case, the weapon is not destroyed.

Erase Glyph Instant 13 ManaI Call Upon Eldritch Power to Erase Glyph.This spell allows a caster to destroy a glyph that he/she is aware of. The caster must know what type of Glyph is present to erase it. The Glyph is completely removed, and must be redrawn to be reused.

Elemental Rune 1 Hour 13 ManaI Call Upon Eldritch Power to Create an Elemental Rune.This Rune is placed on an object (weapon). It will create an Elemental Aura around the weapon, which will allow the weapon to strike for “<elemental>” damage for the duration of this rune. The Rune must have 12 distinct lines and 4 distinct marks (dots, letters, etc…), no more and no less, and be gold in color. The object affected by the Rune will be consumed by the magic when the Rune expires. An Elemental Rune may be etched into an indestructible object at the time of the object’s creation by the object’s creator as long as the creator can cast the Rune. In this case, the weapon is not destroyed.

Glyph of Protection 1 Day 14 ManaI Call Upon Eldritch Power to Create a Glyph of Protection.This glyph, placed on an object, will prevent a specific type of creature from approaching within a 10’ radius of the Glyph. Example: the caster of this Glyph specifies Orc, so for 1 day no Orc or Orc-kin can approach within 10’ of the glyph. The glyph can be destroyed without harm to the person destroying it. It can be negated as simply as being wiped off by another type of creature. A special component required is the blood of a creature of the type to be warded against. The glyph cannot be moved after casting without disrupting the spell and ending the magic. The glyph must have 13 distinct lines and 3 distinct marks (dots, letters, etc…), no more and no less, and be red in color.

Null Rune 1 Hour 15 ManaI Call Upon Eldritch Power to Create a Null Rune.This creates a symbol that negates all magics affected by a Suppress Enchantments upon an item for the duration of the spell. This Rune may still be affected by an Erase Glyph, Dispel Enchantments, or Suppress Enchantments spell or effect. This rune will only affect the object it is cast upon and will fade away harmlessly at the end of its effect. This Rune must be gold in color, and contain 15 distinct lines and 15 distinct marks.

Suppress Enchantments Line of Sight 15 ManaI Call Upon Eldritch Power to Suppress Enchantments.This spell causes all magic on a target to be temporarily dispelled. It will Suppress all protective spells and enchantments, and prevent the use of magic items but not spell casting until it is dispelled or line of sight is broken for 10 seconds. This will work on Glyphs and Walls and will repel all magical creatures of any size without concentration. All protectives, blade spells, forms, auras, shields, glyphs and Runes cast on a suppressed target will have no effect.

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MISCELLANEOUS INFORMATION Alchemizing Poisons

A character can attempt to decipher an alchemical recipe from existing doses of any normal poison. The character must have Herbalist 10 and Alchemy of sufficient level to produce the highest grade of that poison. He will also need five non- masked doses of the highest grade of that poison, if applicable, sole use of a poison lab for two consecutive production days, five times the cost of the poison to produce in herbals for experimentation, and the funds necessary to write the formula. The five doses of the poison and the herbals are used up during the research process. Bag Picks

Some skills allow you to do a bag pick to see if your character can successfully Track or Disable a Device. Any game skill that requires a random pick or allows one will use this system of assembling the Pick Bag. There are 2 success picks There are is 1 failure pick For each level of skill in excess of the Difficulty Level add 1 success For each level of Difficulty in excess of the skill level add 1 failure

TRACKING MODIFIERS LOCK MODIFIERSKeen Scent +2 success Good lock picks +1 successKeen Sight +1 success Makeshift lock picks +2 failuresRecent Rain (muddy terrain) +1 success No lock picks +4 failuresThick brush +1 success Character bound (hands) +1 failuresSmall Party (2-5) +1 success Character bound (full) +3 failuresLarge Party (6+) +2 success Unfavorable conditions +1 failuresOther character w/Tracking +1 success Each additional try +1 failuresAcross snow +2 success Pick Wizard Lock +6 failuresTrail crosses water +2 failuresTrail intersects another trail +1 failure TRAP MODIFIERSAt night/ poor lighting +1 failure Good tools +1 successTrack on stone surface +2 failures Another character w/ Disarm +1 successTrack through town +5 failures Makeshift tools +2 failuresIn a storm +1 failure No tools +4 failuresAfter 1 hour +1 failure Unfavorable conditions +2 failuresPer 4 hours after tracks made +1 failure Magical Trap +1 to +10 failuresNon-corporeal +7 failures Glyph +1 to +6 failures

SUMMONING MODIFIERS LOW MAGIC ENCHANTINGOpposed philosophy +4 failures Times…Without research +4 failures …per year +1 failureSpeak common language +1 success … per month +2 failuresDoes not speak language +2 failures … per week +4 failuresHostile Environment +2 failures … per day +8 failuresCommuning +2 successes 1 additional charge +1 failuresMeditation +1 success per hour 2 additional charge +3 failures

3 additional charge +6 failures4 additional charge +10 failuresIf Communing… +1 successes… with High Magic Communing +2 successes(+3

cumulative)Soul is above required level +1 success per levelEnchanter has Scholar (Soulcraft) +1 success

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Alcohol There is not to be any alcohol on site at any time under any circumstances. At the tavern, non-alcoholic

beverages may be available. Other than this, any player found with alcohol on site will be acted against. This is serious, please report anyone drinking alcohol or using any controlled or illegal substances. Checking Character Sheets

Any Plot has the right to check any PC's character sheet, tags, remaining body, etc. This means that the Plot can look at the actual sheet and tags. A PC can demand a Plot to verify the NPCs stats. This is to prevent the PC from learning the NPCs weaknesses out-of-game and exploiting them, known as meta-gaming or cheating. Plots

A Plot is someone who makes judgment calls or runs part of the storyline in Aldeon. There are two Head Plots, who are for the most part permanent, and create the deep underlying stories of Aldeon. The two Head Plots work together to take care of players, run games, settle disputes, and call meetings. Each year they take turns serving 8 month “shifts”, with a 4 month overlap in which both Head Plots will be running the game. When a Head Plot is not “on shift”, they may play as a character but are limited on the actions they can take so as not to ruin secret storyline.

Under the Head Plots, there are a number of Co-Plots serving to help the Head Plot where necessary. They may help write small modules, organize character sheets, keep players in line, or other odd jobs while the Head Plot is busy. Co-Plots will not be informed of deep storyline, but can create their own story arcs while they are “on shift”. The number of Co-Plots serving is up to the Head Plots, though each Co-Plot will serve for 4 months before returning to their character. At the end of these months, they will be rewarded with XP. NPC

An NPC is a non-player character. NPCs are acted out by players who are not busy at the time of the event. They take on the parts of monsters, bad guys, occasionally good guys (you can never tell), and basically make the game more interesting for the players. Out-Of-Game

This is a term used to describe someone or something that is not present in the game scenario. A person that is out of game will be wearing a white headband or will have a hand placed on top of their head. Plots will usually be out of game as they direct NPCs, make clarifications, and judgments, and guide the story and the game as a whole. NPCs can be out-of-game after they die, as they move from one area to another for an encounter, etc. Players not part of the current scenario can also be out-of-game. Anyone not a Plot CANNOT interfere with the happenings in-game whatsoever. This means any kind of interaction, the giving of information, items, etc. is not allowed. Also, the use of any information, items, etcetera, gained while out-of-game is forbidden. This is called meta-gaming. Sleeping Out of Game

You have the option of choosing to sleep out of game. This is done for your convenience so that can sleep at night if you want to. However, monsters raid your sleeping place and you are out of game you stay out of game. Until the encounter is over, when all perpetrators have left, you cannot come back in game. You must also indicate to Plot if you wish to sleep out-of-game. Smoking

Smoking is not allowed on Aldeon grounds for any reason. If you are found to be smoking on Aldeon grounds, you will be asked to put it out or leave the game, depending on the number of offenses. Real Weapons

Aldeon does not allow or condone participants bringing real weapons to its events even if these weapons are only for decoration, show and tell etc. It is not permissible to bring weapons to an event. Peace-bonds, dull or unfinished blades, other attempts to make weapons "harmless" does not excuse you or the weapon. If you bring a weapon, you will be asked to secure it, remove it from the camp, or leave. Experience Points

Experience Points are one way that Plot rewards those players who help in the running of the game by volunteering time, props, playing NPCs, helping clean areas for Aldeon, writing plot lines, and generally making the game more enjoyable for everyone. Experience Points can be used for number of different in and out of game reasons. Experience Points can be turned in instead of or in addition to in game money to earn a character experience points. This is also done on a one Experience Point per one Silver Piece ratio. In-Game Items

Experience Points can be used to purchase in game items for a character. The ratio of Experience Points needed to purchase a particular depends upon the item’s components. For Component I’s, its 1-to-1 ratio; for Component II’s, it’s 10-to-1, and for Component III’s, it is 100-to-1. Or experience points equal to the items

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production, whichever is higher. In addition, a player purchasing the scroll his character must have the spell he wants to purchase already in memory. You may not produce scrolls, potions, and alchemy that are italicized. For silver weapons, a number of Experience Points must be used equal to the number of silver necessary to create the in weapon. Plot may refuse to let a player buy an in game item. Bribing Plot

Experience Points can be used to "Bribe Plot." There are a couple of ways to "Bribe Plot." One common way to bribe Plot is to request a special teacher for a new skill that your character wishes to learn but cannot find a teacher in game or will not learn from any of the teachers in game. This method of bribing Plot costs thirty Experience Points per Character Point that the skill costs, times two if the skill is italicized. Spells cost ten Experience Points per level of spell, also times two if the spell is italicized. Other, more risky methods of bribing Plot involve attempting to pass a character history or element of that character history which Plot would not normally approve. Largely the number of headaches the proposed history will cause determines the cost for this type of bribe. These costs and ratios are subject to updates and changes. Aldeon will attempt to notify the players of any changes in these uses or costs before they take effect. Retirement Option

A player can choose to 'retire' a character. This means that the character permanently becomes an NPC completely under the control of Plot. This can be done with a character that currently lives, or has just died but before a pick is made for resurrection. Characters that are under criminal sentence, outstanding fines, deaths, or slavery sentences cannot be retired until all sentences have been carried out and/or paid in full. The player that makes this choice will receive half that character's total character points towards making a new character. For example, a player decides to retire a character with 80 total character points. His new character has 40 total character points; this is not in addition to a starting player's initial 25 points. All of the retired character's possessions will go with the retired character. A player cannot "unretire" a character. The decision to retire a character is final; there are no exceptions. This is not available to characters that have already permanently died. Rogues

In this world of high fantasy, rogues and thieves can thrive. Theft can be a respectable, if illegal, profession, and is not very uncommon. There are; however, restrictions and very strict rules governing theft within the game.

Only in-game objects can be stolen. These marked with a permanent Identification Tags for weapons and other items. All such items a character has should be kept with other in-game equipment that the character owns. All of these are the property of Aldeon. Personal property and personal physical representation of in-games items should be marked belonging to that player; an example would be swords or armor. These are both in-game items belong solely to the player. Therefore, a thief cannot take these items, only the take the tag that represents them. A Plot must be present to witness the theft, and to inform the victim that their item is missing if it ever becomes apparent to them. Any of the Phys-Rep items that are taken must be returned to the player.

A character can find his fortune and his death searching sleeping areas. To search any place, a character or NPC must have a Plot present at all times. A player caught stealing without a Plot present is subject to immediate permanent expulsion from game and any charges the other player wishes to bring against guilty player. This is to ensure the safety of personal items during a game where in-game theft is committed. Players may protect their sleeping areas with spell traps. A Plot must be informed of such protections in order to judge if the thief is successful in disarming or bypassing them. All out-of-game items may not be disturbed. Upon completing the task, the thief must show the stolen items to the Plot. The Plot may reward the thief with experience for exceptional burgling. Searching Bodies

To search a fallen character, you merely go to that character and say, "Looting body 1, looting body 2, looting body 3." That character must then either hand over all game items or ask for a more detailed search. For a more detailed search you would describe what you are doing. Such, take off your boots, search your vest pockets, search in your pouch," etc. If an item is hidden on the body, it must actually be hidden there. If you want silver hidden in a secret pocket in your cloak, it must be in a secret pocket in your cloak. Once the container of treasure has been determined, the searching of that area takes as long as it takes the character to take out the treasure. This does not mean a player can take extra time to take out treasure attempting to do harm in this manner to the looting players.

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TERMSHere are some of the definitions of terms found in the game. These terms may have meanings that are not

found in the real world. Body Damage

Any attack that does damage to the character's natural body, not including protectives, such as Aid and Empower, does body damage. Carrier Attack

Any attribute that is appended to the end of a weapon call. There are two types. One type describes the type of damage, such as “5 Fire.” The other indicates an effect that will affect the character once the attack has done body damage to the character, such as “5 Sleep.” Concentration

This is used to describe the duration of an effect that relies upon the caster's or the recipient's concentration. This is usually represented by a hand gesture. If the hand gesture is broken or the character maintaining the concentration is rendered unconscious; then, the concentration is broken Count

This is used to count an action. There are many different counted actions in the game. They vary in length and effect; the effect and the number must both be said aloud, For example: "Killing Blow One, Killing Blow two...." If two counts of similar length begin then it is the person who began their count first who wins as long as all other factors are equal. There are two types of counts: ones that can be interrupted and ones that cannot. A killing blow may be interrupted. If someone interrupts a killing blow then the count must begin again. Burrow is a count that cannot be interrupted. If a burrowing creature is struck while counting, it may continue the count useless it is killed or rendered unable to. Detect

This word is used to mean that the ability, skill, or spell allows the character using it to find the specified substance or effect on the target or in the defined area of effect. It does not allow the character to determine the exact a nature or cause of the specified substance or effect. A Detect only grants the character awareness of a substance or effect's presence. Door-Sized

This phrase is used to define any object, which falls within the dimensions of 8' by 4'. This term also applies to any item made with the skills, Weapon Smith, Armor Smith, Scroll Making, or Potion Making, Alchemy, and certain items that made with the Trap Making skill whose physical representation is smaller than the 8' by 4' area. Hand Gestures

These are out of game representations of particular game effects. They indicate the concentration necessary to maintain the skill or the effect. You cannot use these hand gestures without having the spell or skill active. The effect or skill is only active as long as the hand gesture maintained or until the skill or spell duration ended. Harvest

This word is to mean the ability whether natural or skilled base actually remove useful components or products, as poisons or potions, from a creature or a place. The act of harvesting requires 30 full seconds otherwise specified. Helpless

This word is to refer to a state in which someone cannot cast, resist, or act in any appreciable manner to themselves. This includes, but is not limited to, who are sleeping, stunned, dead, bound, or enfeebled. Identify

This word is to mean that the ability, skill, or spell to allow a character using it to determine more information on the specified substance or effect on the target or in the area. In other words, the presence of the effect must be determined before it can be identified. Depending on the actual ability, skill, spell, the character may find varying levels of information. This may also occur with the several detect spells (i.e. the Detect Enchantments spell). This ability does not allow a character initially detect the substance or effect unless otherwise specified. IG/ In-Game

This is used to describe any place or item that is considered to be part of the game that is in use. Indefinite

This term is used to describe an effect that will remain active until used, dispelled, condition is met, such as a killing blow removing blade spells and protectives.

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InstantThis term is used to describe an effect that occurs immediately and ends immediately. This type of effect

cannot be dispelled nor suppressed any way. Legal Strike

A legal strike is any strike that is not blocked, and does not strike the illegal areas: head, neck, throat, groin, or hands from the wrist out. Line Of Sight

This term is used to describe an effect that persists as long as the originator remains sight of the target. This does not mean the originator must be looking at the target, but target or the originator face each other and can see each other, then Line of Sight is maintained. The originator of the effect must be conscious for Line of Sight to be maintained. Line of Sight persists for a 10 count once actual line of sight is broken. If actual of sight is reestablished within that ten count, the effect remains active. Machine Gunning

This term is used to describe the action of striking your opponent too fast to annunciate your damage call. This is also known as “drum rolling.” A player may only strike his target once per full damage call. This strike must involve a movement of the weapon of greater than 90 degrees or the changing of the target. For example, three successive strikes to the right leg are permissible if each one involves a movement of the weapon of greater than 90 degrees. - If you slur your damage call, you are considered to be machine gunning. OOG/Out-of-Game

This is used to describe any person, place, or item that is not considered to be part of the current game. This includes Plots, props not being used, costumes, and other players whose characters are not part of the current scenario. Recognition

This is used to describe the method in which the owner of an effect can allow beings through/into/out of the effect while it is in operation. The owner must be in contact with the effect and state "<Name> is recognized by the <Effect>" to allow that person only passage. This is by conscious effort and must be vocalized. The being allowed passage could take no other action when crossing the boundary of the effect and must cross it fully but otherwise can take actions normally. The owner may revoke this recognition by being in contact with the effect and stating, "<Name> is no longer recognized by the <Effect>". Revoking recognition does NOT eject the being from the effect once they have completely crossed the boundary. If a being is partially within the boundary, the being is ejected away from the owner. Only one being may be recognized at a time. Shield Sized

This phrase is used to define any object that falls within the dimensions of 500 in2. This term also applies to any item made with the following skills: Weapon Smith, Scroll making. Potion making. Alchemy, and to certain items made with the Trap making skill whose physical representation is smaller than 500 in2. Spells and Effects

This is used to refer to a grouping of effects that follow a common theme, such as Charm spells and effects, or binding spells and effects. The effects can be of any type, natural, magical or alchemical but must be listed as particular type of effect such as binding or must bear the same name as an existing spell, such as "Natural Sleep." Touch Cast

This type of casting is where the caster with the permission of the recipient touches the recipient with a packet and casts the spell. The spell packet is not thrown.

MONSTER SKILLS Absorb

This ability allows the creature to absorb a limited amount of a specific effect (i.e. Weapon, damage, fire damage, spells, etc.). This limit and type is detailed on the creature's card. The creature will announce "Absorb" to denote that the creature's body absorbed the effect. This is visibly different from immunity, although damage or spells that are absorbed have no effect on the creature. Once the limit has been reached, the creature will take normal damage from further attacks of the same type. Altered Metabolism

This ability means that a creature possesses a metabolism different enough to be unaffected by certain conventional effects. There are a few different degrees of Altered Metabolism. The first is the most common that makes the creature immune to all gas poisons except fire, frost and acid gas. There are other types of Altered Metabolism that make creatures immune to contact or ingested poisons or certain paths and/or spells. The

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creature will announce "No Effect" for anything to which they are immune. Specific abilities will be listed in the monster's card. Amorphous

This is a form of non-corporeal in which the creature is actually a physical entity but lacks a skeletal structure or any definable form. This grants the creature added resistance to weapon damage, either reducing the effects or ignoring the damage altogether. This type of creature is generally immune to binding spells and effects, except for Imprison. Amorphous beings are capable of feats like those of a Water Form. They are capable of squeezing their entire body through a very small opening, requiring a counted action. These creatures are immune to Force damage. Aura

This ability allows the creature to deliver an effect when struck by a legal boffer weapon. The attack does not need to cause damage in order to trigger the aura (for example, the attack strikes the creature’s weapon or shield). This effect can be natural, magical, or alchemical. This ability acts as a smart defense; the creature can choose when to use it. A natural effect can be block by the appropriate shield, a weapon ward, a parry or other appropriate defense. A magical effect can be blocked by a resist magic, appropriate shield, spell block, ricochet, or other appropriate defense. A resist poison, alchemy shield, or other appropriate defense can block an alchemical effect. Binding Strike

This ability allows a creature to entangle another creature with its limbs or body, much like a snake coiling or a bear hug. The creature must strike a legal blow with a boffer weapon that would normally cause damage while announcing "Binding Strike." This ability is used whether or not the strike actually lands. If the strike lands, the target is held immobile by the creature as the creature begins its count. Normally, a creature cannot do anything else during the count (unless specified on the creature card). When the count is done, the victim is effectively killing blowed. Creatures with greater strength than the creature delivering the Binding Strike may break free of the attack with a three count taking damage equal to their own strength. Breaking free of the attack stops the Binding Strike when the count is begun. The creature can stop the binding strike at any time, but it is used in the process. Breath Weapon

This ability allows a creature to deliver a devastating attack of some type (magical. natural. 1 alchemical) by throwing a number of packets at the same time while announcing the effect. All of the packets included in the attack deliver the same affect or damage that is called in the attack. Whether a target is struck by a number of packets or just one, the same damage or effect is taken, and a single defense a will stop the entire attack. This multi packet attack can affect multiple characters. Burst attack

This ability allows a creature to deliver a single packet or Breath Weapon attack of some type i.e. magical, natural, and alchemical. If a character struck by any of the packets possesses an appropriate protective, shield, the defense is used and the character still receives the damage or effect. A character cannot resist this effect. The only defenses are Agility, Evade, Phase, and Immunity. Capture <Effect>

This ability allows the creature to capture Mana, skills, or other effects specified on the creature's card from the attacking creature. The creature will announce the amount or type of ability captured. The duration of the loss is typically one day. The ability is considered used until the character regains the ability normally or one day has passed. The creature gains what the victim of the attack loses from the attack. Some creatures have a more powerful draining attack with a longer duration. This duration will be listed on the creature's card. Carrier Attack

This ability allows the creature to deliver a natural effect through its weapons (natural or her manufactured). The creature will announce, “Natural <Effect>.” This ability functions just as Natural Attack/Effect except that the effect is only delivered on body contact (not including protective spells and skills). Another type of weapon delivered natural effect is an attack such as "# Fire" or "# Ice." Creatures are never healed from these attacks. Channel

Channel allows a creature to channel a spell or effect through a single weapon strike. The creature must still say the incant for the spell and make any contact with the weapon. Counts

All counts are individual to the creature and will be listed on the creature's card. Counts should be announced as "<Ability> 1; <Ability>2; <Ability>; etc."

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Damage Cap This ability allows the creature to take damage from great attacks. The creature is simply too powerful,

healthy, large, etc. to be greatly affected. A Damage Cap is the maximum amount of damage that a single physical (sometimes magical or alchemical) attack can possibly cause to the creature. For example, a creature with a Damage Cap of 5 is hit for 10 normal. The creature takes only 5 points of damage from the attack. If on the other hand, the creature is hit for 2 points of damage, it takes 2 point of damage. Destruction Attack

This ability allows the creature to destroy (i.e. render useless) any non-permanent or indestructible object up to a specific size (depending on the creature) that the creature strikes with a boffer weapon. The creature must actually strike the object that is being targeted by the attack for it to succeed. The creature cannot destroy a target that it cannot hit with a boffer weapon. The creature will announce, “Destroy <Item>” or the appropriate effect. A defense that prevents the attack from connecting or a parry skill can be used to stop the attack. Drain Mana/Skill

This ability allows the creature to drain Mana or skills from the target of the attack. This ability works on contact with the victim's body (not including protective spells). The amount or type of ability drained will be announced in the attack (i.e. 10 Mana drain). The duration of the loss is typically one day. The ability is considered used until the character regains the ability normally or one day has passed. The creature does not gain the ability lost to this power. It is considered lost or used. Some creatures have a more powerful draining attack with a longer duration. This duration will be listed on the creature's card. Engulf

This ability allows the creature to absorb their victim into themselves in preparation for some effect. The victim's body will remain with the creature for a specific amount of time, at which point the effect of the engulf will occur. Usually, this involves the destruction of the victim's body, forcing a resurrection. While under the effects of an engulf the victim is helpless and unaware (unable to use any game skills, magical items, or natural abilities until freed of the engulf. If used within 3 seconds of being engulfed, an Escape Bonds will free the victim. The specific effect and the amount of time necessary will be listed on the monster's card. Fade

This ability allows a creature to magically transport itself (sometimes with others) to another plane of existence that it has been to before. The use of this ability requires a count. Feed

This is a type of Drain attack that either sustains the creature (like food), or acts as a fueled regeneration that would allow the creature to regain body, Mana, or per day abilities. A typical feeding reduces the target to a maximum of 1/2 body, a maximum of 1/2 Mana, prevents him from wearing more than 1/2 his maximum allowed armor, and forces him to call 1/2 his total damage with a weapon. These missing abilities will return at reset unless otherwise specified. Other side effects can also occur, such as curse effects. The specific effects will be listed on the monster card. This is a counted action. Flight, Burrow, Swim

Some creatures have the ability to travel either naturally or magically through the air, water, or earth. Creatures with these abilities are able to retreat from combat using these abilities and a count, placing them out of reach by weapon, spell, or attack. Gaze Attack

This ability allows the creature to deliver a spell or other effect through a gaze. A Gaze attack is delivered by the creature meeting the target's gaze for a duration of time equal to the count on the creature's card. Once this is done, the creature says, “<appropriate effect> gaze attack.” Physical barriers do not stop these attacks as long as the gaze time is completed. The appropriate shields still function in the case of spells or magical effects. Group Mind

This ability allows creatures to communicate through thought instantly with any other creature included in the Group Mind. This ability grants the creature immunity to mind affecting magic, natural abilities and poisons. Specific abilities will be listed in the monster's card. Healed by Effect

Some effects are beneficial to some creatures and heal instead of harm them. The creature will announce "Healed" Or, in the case of a particularly nasty NPC "Thank You".

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Knock BackThis ability allows the creature to knock an opponent back 3 feet per Strength plus it has over its opponent upon delivering a strike. If the attack is blocked, then the target takes no damage but is pushed back. The call is “[damage] Knock Back” or just “Knock Back” Lethal Damage

This carrier attack functions when the target is reduced to -1 total Body Points. If the target takes lethal Damage that reduces his total Body Points to 0 or –1, then the target suffers the effect of an instant Killing Blow. Normal means of saving someone who has been Killing Blowed apply. Massive Damage

This ability allows a creature to inflict damage though shields and weapons that are used to block their attacks. This damage affects characters normally, causing damage to armor first then to body. Massive Size

This ability comes in two forms: Limited and Full Massive Size. Limited Massive Size: This ability grants the creature the benefit of taking 100 points of damage from

death spells and effects, such as Death Strike. If the creature is multi- NPC (more than one NPC is playing it) then binding spells only affect the portion of the creature, which they hit, not the whole creature. Another option is that the creature is more resistant to binding magic (gaining a specific number of resists for binding magic). Creatures with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, and Stun effects.

Full Massive Size: This ability grants the creature the benefit of taking 100 points of damage from death spells and effects. In addition, the creature does not need to count to break out of binding spells. The creature takes the appropriate amount of damage as if it ripped out of the spell without performing a counted action. Creatures with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, and Stun effects. Metamorphosis

This ability allows a creature to forcefully change another helpless (vulnerable to a killing blow) being into another creature. This ability affects the victim's t spirit and is not cured upon resurrection. The amount of time it takes to perform a metamorphosis and the type of creature the victim becomes will be listed on the monster's card. Only a polymorph ritual or a specific cure will free the victim. Natural Ability / Attack

This ability allows the creature to use a specified spell or effect as a Natural effect. This ability can be resisted by the appropriate Resist <Effect>. This ability can be used while taking damage. Natural Abilities can be blocked by the appropriate Shields and by weapon shields so long as the ability does not target the shield. This ability cannot be Dispelled or Suppressed. For natural Death Strikes and similar attacks, the call is "Natural Death Strike". Natural Weapons

This ability allows the creature to attack with natural weapons such as a bite, claw, tentacles etc. The base damage of natural weapons varies from creature to creature; most begin at damage of 2 normal. These natural weapons are capable of blocking any amount of damage without causing damage to the creature. These weapons cannot be disarmed or destroyed but they can be severed. No Metabolism

This ability means that a creature either possesses no metabolism (such as a golem), a metabolism too alien or powerful to be affected (such as a Dragon) by conventional means. A creature with no metabolism is immune to all poisons save fire gas, frost gas and it acid gas, most spirit spells, most time spells and effects, and most Charm spells and effects. These creatures are also immune to waylay and other stunning effects. The creature will announce "No Effect" for anything to which they are immune. Non-Corporeal

This ability means that a creature possesses no physical form, similar to a Spirit or Gaseous Form. The creature can be made up primarily of magic, energy, or some other force. While in this form the creature is immune to normal weapons and all binding magic or effects. The creature can travel through non-living objects, but cannot fly, burrow, or otherwise propel itself vertically in any direction, unless otherwise stated on the monster's card. Phase

This ability allows a creature to instantly and temporarily become intangible by shunting most of its form into another plane, becoming transparent. A Phase will work against any single attack unless otherwise stated in the attacks description. The creature will call "Phase" in response to the attack.

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Poison attack This ability allows the creature to generate an alchemical substance that acts as a poison. This ability is

called just as a normal poison attack. It does not require special packets and is a natural substance that cannot be stolen from the creature. Portal

This ability allows the creature to create a magical doorway to another plane of existence. Opening and Closing a Portal usually requires a count. Often, a Portal only allows one-way transport. Possession

This is the ability to completely suppress a target's spirit, seizing control of his body. An active Death Shield blocks this ability. Sometimes possession grants the target additional abilities. Any additional abilities and the duration will be listed on the monster's card. This is a counted action. Recharge

This ability allows the creature to regain a specified amount of its Body, Natural and/or Magical abilities at a specific time or under specific conditions. The exact amount and abilities are listed on the monsters card. Reduced Damage

This ability allows a creature to suffer reduced effects from certain types of attacks. Some creature will suffer half, quarter or minimal (1 point) damage from certain types of attacks. This is called "Reduced." Regenerate

There are two forms of the Regenerate ability: the first form allows a creature to recover its abilities body, skills, or effects upon a certain condition or amount of time, the specific effects that can be Regenerated and the conditions that regenerate then will be listed on the monster's card. The second form of this ability allows a creature to return to life and health unless a certain condition is met. The condition that prevents this will be listed on the monster's card. Resist <Effect>

This ability allows a creature to prevent a certain type of attack or effect, such as Fire, Magic, or Poison The effect of a Resist is visible as the creature begins to take the effect and is able to shrug it off. This is visibly different from Immunity. The creature will call "Resist <Effect>". Rift

This ability allows a creature to create destructive rip in the fabric of the universe allowing two way access to other planes and dimension usually, rifting requires a count to open or close. Shred

This ability allows the creature to reduce a target's armor to zero armor and breached. The call for this ability is “Prepare to be shredded, shred armor.” The creature must then land a legal blow. Spectral

This is a non-corporeal state. Creatures in this form are immune to normal weapons and all binding magic or effects. These creatures are also in the same phase as Spirit Form, and can affect Spirit Form with natural weapons (such as claws). Spell Cap

This ability allows the creature to take damage from great attacks. The creature is simply too powerful, healthy, large, etc., to be greatly affected A Spell Cap is the maximum amount of damage that single magical attack can possibly cause to creature. For example, a creature with a Spell Cap 20 is hit for Magical 50 Lightning. The creature takes only 20 points of damage from the attack. If creature is hit with Magical 5 Lightning, the creature takes all 5 points of damage. This ability occurs before other creature defenses or weaknesses. Superhuman Strength

This ability allows a creature to inflict more damage with a weapon or natural weapons or perform feats of strength. Superhuman Strength is divided equally between both hands when determining how much extra damage a creature inflicts with the weapon. Superhuman Strength cannot be used in combat or to maneuver. The amount of Strength depends on the individual creature and will be listed on the creature's card. Teleport

This ability allows a creature to magically transport itself (sometimes with others) to another location anywhere on the same plane of existence he that it has been before. The use of this ability requires a count. Transformation

This ability allows the creature to infect a helpless (vulnerable to a killing blow) being with a magical curse/disease/effect that will transform the victim into a like creature (usually minor). This is a physical change that lasts as long as the victim lives or until a specific cure is administered. Victims of transformations usually resurrect as their normal race and are no longer infected. Until cured or freed of the infection, the character is

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completely under the control of Plot. The amount of time it takes to transform a victim and the specifics of the transformation will be listed on the monster's card. <Terrain> Travel

This ability allows the creature to move from a specified environment, object, or condition without passing through the space in between. This ability is a called "<Terrain> Travel" and requires the amount of time in-game that it takes for the person to move to the other end of the Travel. Entering the <Terrain> Travel requires a counted action, the length of which will be listed on the monster's card. Exiting <Terrain> Travel requires the same counted action. This ability must be announced on both ends, unless the creature also possesses the Surprise ability. <Terrain> Walk

This ability allows the creature to move through a specified environment or obstacle without performing a special count (other creatures must). It also negates any combat penalties associated with the environment or obstacle for the creature. This must be called once at the beginning of the encounter, not for each use. Voice Control <Creature>

This ability allows a creature to control all specified creatures within the sound of his voice. This ability works like an Enslavement on those types of creatures that the ability specifies. The duration of the control will be listed on the monster's card. Resist Charm, Sound Shield, or similar ability can block this ability. Volley

This ability allows the creature to reflect a spell or effect cast upon the creature back upon the original caster of the spell. The caster is automatically struck by the spell. The creature does not need to throw a packet at the caster. In addition, the creature becomes the caster of the spell for duration and spell description requirements. This is called "Volley." Weapon Trap

This ability allows a creature to either literally catch a hand-held weapon or absorb the weapon into their body, making it unusable to the wielder. Some creatures are capable of destroying the weapons trapped in this manner while others are not. Weapons that are coated with an oil of slipperiness are able to resist the trap once. The weapons affected by a weapon trap ability are considered bound to the creature. A Freedom spell or effect will free the weapon from the creature (other fixes may apply depending on the creature). Web

This ability allows a creature to project a web or other entangling attack from its body. This ability prevents the target from moving any part of its body from the neck down. The target may still speak and activate items, but cannot move or be moved. The target may be searched while under the effects. This ability is announced as "Web #.” The number following the call is the strength required to rip free of the web with a three count. The creature ripping out of the web takes damage equal to the strength required. If no number is stated a minimum of +1 strength is needed to rip out, but no damage is caused. Another person cutting a creature out on a three count causes five times the strength required in damage to the target (a minimum of 5 points). The target can be cut free in one minute (60 count) without taking damage. Web Walk

This ability allows a creature to move freely through an area covered with webs, both natural and monster generated. If a creature with Web Walk is struck with a natural web, then the creature may perform a three count to slip out of the web even if it does not have enhanced strength or anyone to cut them out. This is a specific form of <Terrain> Walk.

THE MASTERSThe Masters are well known and highly respected across the land. Even tribes solely based upon fighting without magic know of at least some of the 20 Masters and their lore. Many worship these beings as gods, though there are also many that believe them to just be elemental lords. Mankind knows that there may be more than 20 flows of ether, and the most knowledgeable scholars are constantly working to find them. Monks fervently worship a Master of their choosing, and are blessed differently than other followers.

Tzu-Mokà The Master of Fire, he encourages aggressive action over words and encourages strong

leadership.  Anyone that refuses a challenge against their leadership is unworthy of his power or praise. He is the most merciless of the Masters and harsh in his judgment of those he deems weak.

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Lir The Master of Water wishes balance upon those that follow him. He blesses those who stop to

think on all possible options and keep an open mind. Lir rarely gets upset or angered, as he understands the order of life. His followers are expected to forgive easily and maintain a calm head.

Ra-Seko He is the Master over the Path of Earth. Very stubborn and straightforward, he expects his

followers to move forward without hesitation in whatever way they see fit. While kind, those who attempt to stand in his way will be crushed. Those who bow down or use sneaky words to get what they want disgust him.

Venti Master of Air, Venti is the most carefree of the Masters. He enjoys his freedom and encourages his

followers to do what they want. Those who cherish material possessions above all else will find no help from him in times of need. As a whimsical and inconsistent Master, his actions and blessings are unpredictable.

M’sevin-see As the Master of Chaos, she revels in causing trouble for all but her closest allies. She rejoices

when her followers succeed in both combat and wordplay, and always makes sure they are rewarded in some way. She may bless those that do not follow her, but sometimes the outcome causes more trouble than good.

Ma’at The Master of Law is perhaps the strictest and least lenient of the Masters. She takes immense

satisfaction when the world is in order. Ma’at is the Master that inspires those in power to create laws and punishes them harshly if they shame their position through unlawful or unfair acts. She has a respect for the Master of Fire.

Lenus He is the Master of Mind, an especially silver-tongued Master. He knows the thoughts of anyone

at any moment, except for his fellow Masters, and enjoys listening to these thoughts, gaining knowledge that may be useful to him in order to shape the world in the way the Masters see fit. He often stays quiet, listening to the thoughts of others, but when he does speak, those listening find it hard to argue.

Ta-Bitjet As the Master of Body, Ta-Bitjet is concerned with the strength and wellness of those in our

world. While her husband Yashua, the Master of Life, is concerned with healing, Ta-Bitjet knows the body can be used as a mighty force. She gives the blessing of her ether to those who are strong-willed and physically able.

Yashua The Master of Life is Yashua. He is naturally a peaceful Master and encourages healing and

helping, especially to those that are less fortunate. He helps Ta-Bitjet heal the sick and warns the other Masters when an epidemic may be on the horizon.

Erida She is the Master of Death, ruler of the Nine Hells, and is seen by humans as the cruelest of the

Masters. With a sharp tongue, she carries out her side of the natural order of things with a swift and clever hand. The Master of Water gave her the nickname of “O dura veritatem”, meaning “Harsh Reality”. She encourages her followers to use logic and to look at the bigger picture when making decisions.

Hama While the Master of Death may be seen as the cruelest Master by human standards, Hama, the

Master of Blood, is the least accepted among her peers. She takes no consideration for others and encourages her followers to take action without fearing for consequences, relying on power instead. Hama will harshly curse those who annoy her and she expects her followers to do the same. She is madly in love with the Master of Fire because of his aggressive attitude.

Dendalt He is the Master of Soul, and the guardian of spirits. He rules over the Umbra, and guides souls

who are being called to a resurrection stone. Humans caught in the Umbra pray to him, as he is the only Master who truly understands the nature of the Umbra and the creatures within it.

Breksta The Master of Cosmic ether, Breksta inspires her followers with ways of determining the future

as a way to better humankind. It is said that her left eye is on the future, while the right is in the present.

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She speaks by aligning the stars and planets for all to see. Her followers are a quiet few that understand the flow of time and always seem to be staring up at the night sky. She gave Yashua the ability to see major epidemics that may be coming for humankind.

Nahn As humans call her; Nahn is “Mother Nature”. As the Master of Nature, she is less concerned about

the fate of humankind as she is about the fate of nature and natural order. She encourages humans to live in harmony with the world, as violence and bloodshed sicken her and disrupt the natural order of life. She has a great respect for the Masters of Life and Death. Her followers are expected to respect and live alongside nature to protect it at any cost.

Lu-Modae The Master of Illusion, he prides himself in deceiving those frail-minded enough to fall for his

tricks. He especially enjoys manipulating enemies against one another. Physical prowess has never been his strong suit, therefore he teaches his followers how to use a person’s own mind against them. He has a strong respect for the Master of Mind, though Lu-Modae is much more chaotic in his use of power.

Bramm The Master of Sound is seen as one of the stranger Masters. Though her hearing was originally

powerful enough to pick up even heartbeats, she wished for her power to grow. Using the ether around her, she altered herself to completely remove her other senses. Her hearing extends to all corners of the world, though she does not use the information she learns selfishly. Her Path of ether takes her understanding of sounds and amplifies it, creating a physical weapon for her chosen followers to use carefully. She dislikes violence, and wishes for her followers to listen and think carefully before they act.

Chand Master of Lunar ether, he watches over the moon and tides. Brother of the Master of Water and

lover of the Master of Solar ether, he is a fickle Master. Chand goes through personality changes and equally blesses and curses the human race.  The Master of the Cosmos placed the moon into the sky as a signal to mankind of Chand’s cycle. Those who follow him learn to be suspicious and to expect the unexpected.

Leox As the Master of Solar ether, Leox serves as a bright signal of hope to humankind. She imbues all

humans with her ether, warming them and boosting their life force. She gives her full blessing to only a select few, because it is both a beautiful and harsh force. Leox encourages honor and loyalty within humankind as well as the protection of those less fortunate. Liars and cheats have no place among her followers.

Vor-tanox The Master of Warding is perhaps the most mysterious of the Masters and is the husband of

Panthalia, the Master of Arcane. He allows those that are level-headed and calm to learn his Path of ether. He is steady in his work, keeping the other Masters from too much conflict. He is the Master that guides leaders of war in order to eventually bring it to an end. He is incredibly neutral, and guides his followers with a gentle hand to a life of intelligence and compassion. As the second oldest of the Masters, he has an in-depth knowledge of the flow of ether and is able to contort it as he sees fit.

Panthalia The oldest of the known Masters, Panthalia is the Master of Arcane and ruler of the Abyss. Some

say that the Abyss was an abandoned attempt of creating another world. She enjoys speaking with the Masters of Cosmic and Water ether, as they interest her and provide well thought out information. She is the Master that created the first flow of ether and taught her fellow Masters to do the same. Only the few mages who spend a good deal of their lives studying and gaining knowledge are blessed by her, most often with great luck and wisdom.

PLANAR REGIONSDeath is a part of the natural order, and is treated with reverence. In the lore of men, there are two types

of souls. One is the white souls. These are essentially non-intelligent life forms such as most animals and plants. Upon death, these souls fade away and cannot be resurrected or healed. The other is black souls. Any being of intelligence will enter into the Umbra upon death. Their souls will stay around their bodies for 4 minutes before beginning the journey through the Umbra. After 3 days, if no resurrection spell is cast and no resurrection stone

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is within 200 miles, the soul will descend into the Abyss or into one of the Nine Hells if they were cursed or damned in life.

The world that players are actively living in every day is simply the realm of the living. However, the other planes may open up or perhaps produce creatures that players must be aware of.

The Umbra This is the realm of spirits and mystery. Any living being that has died ends up in the Umbra. If a living

person attempts to navigate the Umbra without special training or help from a Master, they will eventually starve to death or go insane, as the Umbra is a desolate, dead place. Occasionally, if a portal is open, an Umbral creature may escape and wreak havoc upon the living world.

The Nine Hells This is the realm of demons and devils. Ruled by the Master of Death, any soul that has been damned or cursed will appear in one of the Nine Rings, each Ring holding a new form of torture or agony. If a living being managed to make it through a portal to Hell, there is no way to tell which ring of Hell they will appear in, and they must suffer alongside the souls of the damned. If you enter into any of the first 3 rings, you can fight your way out. The only ways to escape any ring past those are to make a deal with the demons living there or to be blessed by a Master.

The Master’s Realm A fantastical realm of peace and balance. This is the realm that Panthalia set aside for the Masters in

order to watch over our world. The Masters have only ever allowed one living man to set foot inside their realm, and he will not speak of its glory. Prophets and Messengers of the Masters may be sent here eventually after they die.

The AbyssAn unexplored and dangerous realm filled with both fantastical treasures and terrible beasts. The very

air is said to be poison, as the only knowledge known of this realm has come from the ravings of madmen who escaped its clutches. Upon a black soul’s true death, they descend from the Umbra to appear here and can never be called back.

THE LEGEND OF MEKUMADELong, long ago there was the ether of the universe and that was all. The ether is the stuff of magic, the

substance which powers the processes of creation and destruction in the universe. After an eternity of this state of balance and harmony, a portal to another realm was opened. From this portal the Masters, our gods, emerged to find our realm as it was. They brought with them seeds with which to plant a new cosmos. Seeds of life, seeds of death, seeds of the elements, seeds of body and soul and all the things that spring from these. With these seeds they planted the beginnings of our world and all things which can be seen in the night sky. They manipulated ether of our realm and shaped and grew the seeds, thus imbuing them with the powers of the ether, what we call Mana. With the seeds grown, the Masters watched over their creation and saw it was good. Finding their work satisfying, they dubbed the land “Mekumade” and left for their own realm, where they entered the Slumber of the Ages.

Over the course of the millennia the cosmos progressed peacefully and all of the creatures of our world lived, died, fought, and bore offspring in the natural order of things. Men slowly worked towards creating the vast kingdoms and empires of our time, dividing the land into many countries. Slowly, men learned to influence Mana as the Masters had before them. The strongest at this practice among the kingdoms of men was Ika, land of wizards and prosperity.  This was the way of things for scores of years until more portals opened in our realm. From these portals poured fantastical creatures all of whom were able to manipulate Mana with as much or more skill than even the Ikans. Over time, the elves and faerie from this portal were contained to the North and the Ikans sealed the portal for eternity. This proved to be a grave mistake, as the closure of the portal tore a rift in the ether which evaporated the Mana out of all the Ikans. Thus the world was thrown into turmoil.

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The destruction of the magic in the area created a disruption in the ether so severe that it was felt by the Masters in their own realm and they were abruptly roused from their slumber. Now the most powerful mages in our realm, the elves and faerie were able to spread across the continent and open many more portals similar to the one in Ika. Mankind feared for their race, and grouped in countries which were untouched by elves or faerie. Eventually, after much bloodshed and misunderstanding, the elves and men were able to come to a peace through the direct intervention of the Masters who were angered that their precious creation was on the road to self-destruction. A period of rebuilding then took place in which men, elves, faerie, new races and old races were able to grow and prosper in their lands of choice.

With the help of the Masters, the world soon returned to a balanced state. The Masters returned to their realm, seeing that the world was on a stable path, but this time they stayed awake. This was fortuitous, as there was another disruptive event on the horizon. The last remaining Ikan wizard from the island to the west had been driven mad by the decay that had beset his civilization and blamed this decline on the elves. He took it upon himself to destroy the elves and take control of Ika to rebuild it to its former glory. He opened a portal to the Nine Hells on the western coast of Ika and released a horde of demons upon the continent in hopes of steering them with his will.  At first, his plan seemed to be working as the demons were obeying him. However, soon the stronger demons arrived and the horde turned on him. The demonic generals took command, seeking to take the whole of the continent for themselves. The Masters saw this, and began using their power to further shape the fates in an attempt to stop the eventual war from coming and further damaging their creation. The Masters then came together and banished this man’s name from the tongues and minds of men forever.

- Frulamin Silverkin; Ika 432 C.E.

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MAPS

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