Realms of Conflict Beta
Copyright © Endless Dreams 2007, 2008, 2009, 2010. All rights reserved.
Realms of Conflict
Beta Rules
Contains rules published as of 1/21/2010
Please note that the rules contained in this document are undergoing Beta test
and we expect to publish updates regularly until version 1.0 is complete.
If a rules change significantly affects your character build, you may speak to Plot at an
event to discuss whether you might be able to change your build choices.
This rules document is official.
By:
Joe Levine, Marcus Slawinski, Mike Valentine
With help from the Rules Team:
Adam Peterson, Daniel Rodrigues, Derek Sheeman, Graham Hine, Jason Thomas, Joseph Torres, Justin Collins
With thanks to those who paved the way:
Mark, Shawn, Steve and all the folks we forgot to mention
And those who, at every game, create the Realms of Conflict:
The Plot Team, Staff, and NPCs
Copyright © Endless Dream Productions, 2007, 2008, 2009, 2010
http://games.groups.yahoo.com/group/Realmsofconflictlarp/
http://emperorofhumanity.com/roc/
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Ta b le o f C o n t e n ts
Table of Contents ................................................................................................................................................................ 2
Revision History ................................................................................................................................................................... 8
Game Basics ...................................................................................................................................................................... 14
Game Basics: Character Creation .......................................................................................................................................... 14
Quick Start ........................................................................................................................................................................ 14
Character Build ................................................................................................................................................................. 14
Questing ........................................................................................................................................................................... 14
Training ............................................................................................................................................................................ 15
Character Background ...................................................................................................................................................... 15
Races ................................................................................................................................................................................ 15
Game Basics: Calls ................................................................................................................................................................. 15
Game Basics: Defenses ......................................................................................................................................................... 16
Game Basics: Combat ........................................................................................................................................................... 16
God Strikes ....................................................................................................................................................................... 17
Taking Damage ................................................................................................................................................................. 17
Delivering Damage ........................................................................................................................................................... 17
Wounds ............................................................................................................................................................................ 18
Sealed Wounds ............................................................................................................................................................ 18
Dying from Wounds ..................................................................................................................................................... 18
Going Unconscious from Wounds ............................................................................................................................... 18
Normal Wounds .......................................................................................................................................................... 18
Savage Wounds ........................................................................................................................................................... 18
Mortal Wounds ........................................................................................................................................................... 18
Death ................................................................................................................................................................................ 19
Game Basics: Approximations in LARP .................................................................................................................................. 19
Game Basics: Time and Durations......................................................................................................................................... 20
Game Basics: Organization.................................................................................................................................................... 20
Owners ............................................................................................................................................................................. 20
Plot ................................................................................................................................................................................... 20
Marshals ........................................................................................................................................................................... 20
NPC (Non-Player Character) ............................................................................................................................................. 20
NPC Captain ................................................................................................................................................................. 20
PC (Player Character) ....................................................................................................................................................... 21
Supporting Groups ........................................................................................................................................................... 21
Rules Committee ......................................................................................................................................................... 21
Core Rules ......................................................................................................................................................................... 22
Spirit of the Game ................................................................................................................................................................. 22
Safety .................................................................................................................................................................................... 22
The Hold Rule ................................................................................................................................................................... 22
Safety Holds ................................................................................................................................................................. 23
Story Holds / Game Effect Holds ................................................................................................................................. 23
Personal Holds ............................................................................................................................................................. 23
The Honor System ................................................................................................................................................................. 23
Cheating ........................................................................................................................................................................... 23
Metagaming ..................................................................................................................................................................... 24
Respect Other Players ...................................................................................................................................................... 24
Harassment ...................................................................................................................................................................... 24
Character Creation, Growth and Death ................................................................................................................................ 24
Non–combatants and Age to Play ......................................................................................................................................... 24
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Items, Tags, and Holdings ..................................................................................................................................................... 25
Player Holdings ................................................................................................................................................................. 25
NPC Holdings .................................................................................................................................................................... 25
Looting.............................................................................................................................................................................. 25
Tags and Phys-reps ........................................................................................................................................................... 25
Basic Equipment ............................................................................................................................................................... 25
Boffer................................................................................................................................................................................ 25
Weapon Construction ........................................................................................................................................................... 26
The -DO’s- ......................................................................................................................................................................... 26
The -DO NOTS- ................................................................................................................................................................. 26
Weapon Tests ................................................................................................................................................................... 26
Suggestions ...................................................................................................................................................................... 27
Clean up ................................................................................................................................................................................ 27
Roles and Spectators ............................................................................................................................................................. 28
NPCing ................................................................................................................................................................................... 28
Check in, Check out, Listen-up .............................................................................................................................................. 28
Zero Tolerance for Drugs and Booze ..................................................................................................................................... 28
Smoking................................................................................................................................................................................. 28
Player vs. Player .................................................................................................................................................................... 28
Card System (Discipline)........................................................................................................................................................ 29
Out of Game Areas ................................................................................................................................................................ 29
Setting ............................................................................................................................................................................... 30
History ................................................................................................................................................................................... 30
The Ages ........................................................................................................................................................................... 30
The Age of Reckoning ....................................................................................................................................................... 31
The Militant Orders ............................................................................................................................................................... 33
The Races of Ith ................................................................................................................................................................. 35
Elves ................................................................................................................................................................................. 35
Korgahn ............................................................................................................................................................................ 35
Glyches ............................................................................................................................................................................. 35
Humans ............................................................................................................................................................................ 36
Shades .............................................................................................................................................................................. 36
Orcs .................................................................................................................................................................................. 37
Trolls ................................................................................................................................................................................. 37
Ogres ................................................................................................................................................................................ 38
Minotaur .......................................................................................................................................................................... 38
Fae .................................................................................................................................................................................... 39
Dark Fae ........................................................................................................................................................................... 39
Dryads/Satyrs (Nature’s Defenders) ................................................................................................................................ 40
Dendrytes (Nature’s Enforcers, Keepers) ......................................................................................................................... 40
Race Modification Kits .......................................................................................................................................................... 41
The Touched ..................................................................................................................................................................... 41
The Shifted ....................................................................................................................................................................... 41
The Changed ..................................................................................................................................................................... 42
Advantages and Disadvantages ......................................................................................................................................... 43
Advantages............................................................................................................................................................................ 43
Physical Advantages .............................................................................................................................................................. 47
Disadvantages ....................................................................................................................................................................... 48
Backgrounds ...................................................................................................................................................................... 54
Titles .................................................................................................................................................................................. 56
Judicial Titles ......................................................................................................................................................................... 56
Political Titles ........................................................................................................................................................................ 57
Militant Order Titles .............................................................................................................................................................. 58
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Character Attributes .......................................................................................................................................................... 60
Toughness ........................................................................................................................................................................ 60
Fortitude........................................................................................................................................................................... 60
Resilience ......................................................................................................................................................................... 60
Clotting ............................................................................................................................................................................. 61
Regeneration .................................................................................................................................................................... 61
Disease Resistance ........................................................................................................................................................... 61
Diseases ....................................................................................................................................................................... 61
Poison Resistance ............................................................................................................................................................. 61
Alchemy Resist ................................................................................................................................................................. 61
Magic Resist ..................................................................................................................................................................... 62
Stamina ............................................................................................................................................................................ 62
Will ................................................................................................................................................................................... 62
Talents ............................................................................................................................................................................... 63
Teaching ................................................................................................................................................................................ 63
First Aid ................................................................................................................................................................................. 63
Pickpockets ........................................................................................................................................................................... 64
Tracking ................................................................................................................................................................................. 64
Sneaking ................................................................................................................................................................................ 65
Torture and Interrogation ..................................................................................................................................................... 65
Lock Picking ........................................................................................................................................................................... 66
Knowledge......................................................................................................................................................................... 67
Research and Lore ............................................................................................................................................................ 67
Languages ............................................................................................................................................................................. 68
Weapon Skills .................................................................................................................................................................... 69
Shields .............................................................................................................................................................................. 70
Armor ............................................................................................................................................................................... 71
Weapon Maneuvers .............................................................................................................................................................. 72
Weapon Maneuver Types ................................................................................................................................................ 72
General Maneuver Rules .................................................................................................................................................. 72
Hand to Hand Fighting – Martial Arts ................................................................................................................................... 76
Hand to Hand Damage ..................................................................................................................................................... 76
Hand to Hand Maneuvers ................................................................................................................................................ 77
Paths ................................................................................................................................................................................. 81
The Arcanist Path .................................................................................................................................................................. 81
The Assassin Path .................................................................................................................................................................. 83
The Avenger Path .................................................................................................................................................................. 84
The Berserker Path ................................................................................................................................................................ 86
The Marksman Path .............................................................................................................................................................. 87
The Protector Path ................................................................................................................................................................ 89
Production ......................................................................................................................................................................... 91
Refining ................................................................................................................................................................................. 91
Refinement Creation ........................................................................................................................................................ 93
Refinement Costs ............................................................................................................................................................. 94
Refinements ..................................................................................................................................................................... 94
Smith ..................................................................................................................................................................................... 97
Armor Smith ..................................................................................................................................................................... 98
Repairing Broken or Degraded Armor ......................................................................................................................... 98
Rebuilding Destroyed Armor ....................................................................................................................................... 98
Rebuilding Magical Armor ........................................................................................................................................... 98
Creating Magical Armor ............................................................................................................................................... 98
Master Crafted Armor ................................................................................................................................................. 99
Weapon Smith .................................................................................................................................................................. 99
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Repairing Broken Weapons ......................................................................................................................................... 99
Rebuilding Destroyed weapons ................................................................................................................................... 99
Rebuilding Magical Weapons ...................................................................................................................................... 99
Creating Magical Weapons .......................................................................................................................................... 99
Item Cost Production ................................................................................................................................................... 99
Master Crafted Weapons .......................................................................................................................................... 100
Traps ............................................................................................................................................................................... 101
General Trap Rules .............................................................................................................................................................. 101
Trapping Skill ....................................................................................................................................................................... 101
Trap Types ........................................................................................................................................................................... 103
Trigger Descriptions ....................................................................................................................................................... 103
Targeting Descriptions ................................................................................................................................................... 104
Trap Effect Descriptions ................................................................................................................................................. 104
Trap Costs ........................................................................................................................................................................... 106
Poisons ............................................................................................................................................................................ 107
General Poison Rules .......................................................................................................................................................... 107
Applying Poisons ............................................................................................................................................................ 107
Using Poisons ................................................................................................................................................................. 107
Using Weapon Coatings............................................................................................................................................. 107
Using Contact and Ingested Poisons ......................................................................................................................... 108
Creating Poisons ............................................................................................................................................................. 108
Poison Types ....................................................................................................................................................................... 108
Poison Potency .................................................................................................................................................................... 108
Alchemy .......................................................................................................................................................................... 109
Learning Alchemy ................................................................................................................................................................ 109
Creating Alchemy ................................................................................................................................................................ 109
Using Alchemy ..................................................................................................................................................................... 110
Alchemical Recipes.............................................................................................................................................................. 111
Experimentation ................................................................................................................................................................. 114
Imbuing- Scrolls and Potions ........................................................................................................................................... 117
Spell Casting .................................................................................................................................................................... 118
Quick Creation .................................................................................................................................................................... 118
Types of Magic .................................................................................................................................................................... 118
Schools of Magic ................................................................................................................................................................. 118
Casting Methods ................................................................................................................................................................. 118
Learning Magic .................................................................................................................................................................... 119
Avatars ................................................................................................................................................................................ 120
Casting Magic ...................................................................................................................................................................... 121
Spell Range Categories: ....................................................................................................................................................... 121
Incant and Spell Delivery ..................................................................................................................................................... 122
Spell Crafting ....................................................................................................................................................................... 123
General Spell Rules ............................................................................................................................................................. 124
Arcane Abilities ................................................................................................................................................................... 124
Air Spells.............................................................................................................................................................................. 127
Chaos Spells ........................................................................................................................................................................ 130
Death Spells ........................................................................................................................................................................ 133
Earth Spells.......................................................................................................................................................................... 136
Fire Spells ............................................................................................................................................................................ 138
Life Spells ............................................................................................................................................................................ 141
Mind Spells .......................................................................................................................................................................... 144
Nature Spells ....................................................................................................................................................................... 147
Order Spells ......................................................................................................................................................................... 150
Water Spells ........................................................................................................................................................................ 152
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Universal Spells ................................................................................................................................................................... 155
Sorcery ............................................................................................................................................................................ 161
Rituals ................................................................................................................................................................................. 162
Pyromantic Rituals ......................................................................................................................................................... 162
Hydromantic Rituals ....................................................................................................................................................... 163
Geomantic Rituals .......................................................................................................................................................... 164
Meteorological Rituals ................................................................................................................................................... 165
Naturalistic Rituals ......................................................................................................................................................... 165
Necromantic Rituals ....................................................................................................................................................... 166
Thaumaturgical Rituals ................................................................................................................................................... 168
Mentalist Rituals ............................................................................................................................................................ 168
Anarchistic Rituals .......................................................................................................................................................... 169
Cosmological Rituals....................................................................................................................................................... 170
Magic Items ..................................................................................................................................................................... 172
Wands ................................................................................................................................................................................. 172
Rods .................................................................................................................................................................................... 172
Orbs ..................................................................................................................................................................................... 172
Staves .................................................................................................................................................................................. 172
Activating Magic Items ........................................................................................................................................................ 172
Faith ................................................................................................................................................................................ 173
Invoking ............................................................................................................................................................................... 173
Divine Ranks and Abilities ................................................................................................................................................... 173
Glossary of Faith Terms....................................................................................................................................................... 178
Miracles ............................................................................................................................................................................... 179
The Pantheon of Ith ......................................................................................................................................................... 181
Universal Deities ................................................................................................................................................................. 181
Mordath ......................................................................................................................................................................... 181
Falkir ............................................................................................................................................................................... 183
Stratos ............................................................................................................................................................................ 183
Tarpanrion ...................................................................................................................................................................... 183
Ilivara .............................................................................................................................................................................. 183
Rokhova .......................................................................................................................................................................... 183
Aquinius.......................................................................................................................................................................... 184
Nillayan........................................................................................................................................................................... 184
Annoth............................................................................................................................................................................ 184
Cazandir.......................................................................................................................................................................... 186
Desegrahl ....................................................................................................................................................................... 187
Erianna ........................................................................................................................................................................... 188
The Essence Dragon ....................................................................................................................................................... 189
Jardan ............................................................................................................................................................................. 190
Kaiah ............................................................................................................................................................................... 191
Kallaballak ...................................................................................................................................................................... 193
Madina ........................................................................................................................................................................... 194
Marrova .......................................................................................................................................................................... 196
Orm ................................................................................................................................................................................ 197
Pondera .......................................................................................................................................................................... 198
Quivina ........................................................................................................................................................................... 199
Seraphina ....................................................................................................................................................................... 200
Tarsus ............................................................................................................................................................................. 202
Tiana ............................................................................................................................................................................... 203
Vexsar ............................................................................................................................................................................. 204
Xilluvia ............................................................................................................................................................................ 206
Ya’el ................................................................................................................................................................................ 207
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Racial Deities ....................................................................................................................................................................... 208
Karteros .......................................................................................................................................................................... 209
Hildar .............................................................................................................................................................................. 209
Lylandria ......................................................................................................................................................................... 209
Tyrendal.......................................................................................................................................................................... 209
Winchakah...................................................................................................................................................................... 209
Ulagh .............................................................................................................................................................................. 209
Imbolis ............................................................................................................................................................................ 211
Angelic and Demonic Lords ................................................................................................................................................. 212
Angelic Lords .................................................................................................................................................................. 212
Jibril ................................................................................................................................................................................ 212
Labbiel ............................................................................................................................................................................ 213
Sari.................................................................................................................................................................................. 213
Uriela .............................................................................................................................................................................. 213
Mik-hael ......................................................................................................................................................................... 213
Demonic Lords................................................................................................................................................................ 213
Azrael.............................................................................................................................................................................. 213
Belzaar ............................................................................................................................................................................ 213
Unn’La ............................................................................................................................................................................ 213
The Succubus .................................................................................................................................................................. 214
Mammathorn ................................................................................................................................................................. 214
Raziel .............................................................................................................................................................................. 214
Effects and Modifiers ....................................................................................................................................................... 215
Glossary ........................................................................................................................................................................... 217
Points Chart ..................................................................................................................................................................... 218
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Revision History
Date
3/1/2009
3/2/2009
Changes
 Formatting and typo-cleaning.
 Abilities and effects that caused knock-back or knock-downs were changed so their calls could
be simplified. Trip, for example, now is called as “Knockdown.”
 Maneuvers were reviewed and where possible, calls were made the same. Disable was rewritten for clarity and the call modified.
 Spell-Casting was rewritten for clarity. Some rules changes were incorporated, and players are
encouraged to re-read this section carefully.
 The “Counter” maneuver was added.
 A few typos were corrected here and there.
 Advantages and Disadvantages were adjusted.
 Faith casters follow the Gem Casting rules for spell incant, interruption, and mobility.
 Slice was clarified.
 Disable was renamed “Knockout” and causes a wound.
 Ranged maneuver “Pin” was modified for clarity and consistency with the water spell.
 Shield maneuver “Pin” was renamed “Immobilize” and clarified.
 Heal Limb references replaced with Heal Wound as appropriate.
 Dark Destiny point cost was adjusted
 Wealth coin amounts were adjusted.
 Great Bash and Cripple swapped places in the Great Weapon tree.
 Rewrote Quests and Training for clarity.
 Cleaned up Arcane Abilities section to reflect current usage.
 Sneaking was re-written and corrected
 Fortitude was re-written and clarified
 Full Heal was renamed Greater Heal
 Toughness was re-written and clarified
 Wounds section was added, with the four types of wounds
 Fatigue effect was changed
 Resuscitate was changed
 Revive was changed
 Calls rules added
 Empower was changed.
 Armor clarified to indicate that there is no such thing as armor 10.
 Reordered some things and put a new Game Basics section at the start of the document
 Added god write-ups for Annoth, Erianna, Kaiah, Madina, Marrova, Seraphina, and Yael.
 Hardened description updated.
 Descriptions for Impale, Cleave, and Slay now refer to the Mortal Wounds rule.
 The effect of Hide was added to the description of the advantage.
 Added definitions of Helpless, Incapacitated, and Unconscious in the Glossary.
 Modified Subdue effect so it lasts 1 minute.
 The Death spell Wound is now 2 packets instead of 3.
 Damage caused by the Faith carrier bypasses Toughness, cannot be absorbed by Fortitude and
wounds caused cannot be Regenerated.
 Awaken spell description updated to reflect changes to wound effects.
 Combat flow write-up changed for clarity.
 Nimble advantage corrected to refer to Redirect, instead of Counter.
 Research description consolidated into one place in the Talents section.
 Language point costs clarified and made consistent.
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4/2/09
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Characters get 15 Faith Pool per Invoker rank, or 20 if they have the advantage Enlightened.
Cazandir’s domains are Chaos, Mind, Water and Life. The long write up was correct, the short
description was wrong.
Lore costs 3 points per level, not 2. The points sheet was correct, the write up was wrong.
“Pierce” penetrates Carapace, Armor, Hide and Shields. The description now resides in the
maneuver description, and other abilities that use it refer to that description.
The description of the “Pin” effect now resides in the maneuver. Other abilities that use the Pin
effect refer to that description.
Made a few grammar fixes… tip of the iceberg.
Cripple description cleaned up.
Added General Maneuver Rules
Assassinate works regardless of Fortitude, not regardless of Resilience… not that Resilience
helps anyway.
Moved Armor Smith cost table under Armor Smith and out of Weapon Smith.
Mana Flux Attunement restores Mana exactly at noon and midnight, not any-time in the next
hour at the character’s choice.
Replaced references to “prone” with Helpless. Helpless is defined in the Glossary.
Reformatted Hand-to-Hand maneuvers and corrected the wording of a few maneuvers
Reformatted Rituals
Changed Resilience timers and created new ability, Clotting. Clotting costs 10 points.
The teaching skill is gone, points spent on it are refunded as free points, and trained skills are
now free for players to buy.
Teacher is now an ability you can buy, which means that Plot can use you to hand out quests at
their discretion and direction. It costs 5 points.
Heal The Faithful (Rank 4 Invoker) now does a Greater Heal, is once per game, and targeted by
voice.
First Aid Level 10, Revive requires a Quest.
Redirect was clarified.
Significant rewrite of Alchemy.
Paths totally rewritten.
Training no longer required.
Effects and Carriers section added.
Arranged Advantages and Disadvantages in alphabetical order
Description of Lethal modifier moved into Effects and Carriers section.
Description of Faith modifier moved into Effects and Carriers section.
Description of Flurry modifier moved into Effects and Carriers section.
Clarified Stone Skin spell description.
Toughness now works against Mortal Wounds
Defined “landed” in the glossary and some defenses were reworded to use the definition.
Blink and Bless reworded and clarified.
Tarsus’s enemy is Mordath not Thrain.
Stamina can be bought beyond level 10 for 10 XP a level.
Humans can read, write, and speak Common for free. If you paid for this, you now have 2 XP
refunded.
Description of Death added to Game Basics.
Poison effects described under Poison Mastery, not Poison Resistance.
Slow effect moved from Poison Mastery to the Effects list.
Modifiers added to Calls.
Added Time and Duration to Game Basics.
Reorganized Weapon Skills section. Some rephrasing.
Reformatted and rephrased Arcane Abilities.
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7/16/2009
Cleanse will not undo Petrify.
Righteousness and Spell Potency are redefined to specify when they can be used.
Effect type, “Natural” added and defined in the Glossary. Note: “Innate” has been removed as
a call type, but if you hear it, treat it the same as “Natural.”
 The first spell school purchased of your secondary type (Elemental/Spiritual) is the primary
school for that type.
 Updated General Maneuver Rules – You cannot stack maneuvers.
 Replaced the word “Willpower” with the word “Will”.
 The Hand-to-Hand maneuver, Seize, rewritten.
 Shade abilities Shadow Jump and Shadow Step clarified and the calls changed.
 Life spell, Boon of the Heavens, changed and clarified.
 Removed Path restrictions from race kits.
 All instances of the call “Trip” replaced with “Knockdown.”
 Incorporated the Astral Conjunction concept and replaced per event durations with per Astral
Conjunction. Unstable items, however, still last for the event.
 Clotting rewritten.
 Savage Wounds clot.
 To use Smoke Bomb, put your hand on your head after the call.
 Most transportation effects no longer take you “out of game”… you’re just invisible and can’t be
affected by anything short of a Plot effect.
 The level 4 Priest ability, Heal the Faithful, rewritten so it is once per follower, sound of voice,
and does a Full Heal.
 Full Heal added to effects list.
 Rewrote the description under death of the process for calculating experience points.
 The Berserker ability, Taken, can be used against Lethal effects.
This release includes major modifications to the spell list. Durations were standardized, types were
assigned, levels were adjusted for balance, and descriptions were updated. Players must re-read the
spell list to familiarize themselves with the changes. In addition, the following is a list of modifications to
the document since the April 2nd version. The changes are substantial and, again, players are
encouraged to give the entire ruleset a careful re-read.
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Cleaned up maneuvers, removing Endurance cost from descriptive text
Standardized term for using Endurance is “expend”
Corrected some confusion related to Pierce.
Overwhelming Magic cannot be used with Arcane Abilities or Maneuvers.
Create Serum of Vitality/Insight cannot refresh Channel Higher Magic or Spell Potency.
Cleaned up Chain Lightning description so it doesn’t repeat the multi-packet spell rule.
Packet hits to the head or fringes of baggy clothing or costume do not need to be taken.
The Grand Master Arcanist maneuver is Arcane Challenge.
Nimble was adjusted and now Redirect and Evade cost more Endurance pool.
Break maneuver, Break Limb maneuver, and Shatter spell were all revisited. Break was defined
as an effect.
Death Blow has been defined.
Trance moved from a Universal magic spell to an ability gained with Wizardry. Focused
advantaged changed in both cost and effect.
Disease and Poison Resistance re-defined, points cost for Poison Resistance changed.
Magic and Alchemy Resists now go to level 10, and their descriptions were streamlined.
The monthly stipend for nobles was reduced.
Rods, Staves, Wands, Orb and Activating Magic Item rules defined.
Flash Cast call requirement clarified. It is now <Spell Call>, “Flash Cast.”
Execute description adjusted.
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7/17/2009
July 20, 2009
Last Major
Publication
7/30/2009
8/27/2009
9/03/2009
9/17/2009
9/24/2009
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God write-ups tweaked. Added Angelic and Demon Lords.
Stun defined.
Knockdown and Knockback re-redefined.
Killing Blow is now Death Blow.
Daze maneuver call is now is “Stun.”
Fixed cleave description where it referred to Impale.
Fixed Miracle description, so Faith cost is in one place and is 10 times the level of the ritual.
Reduced the XP cost of Resilience
Reduced cost of Flux Attunement
Reduced the XP cost of Profession
Endurance Pool recovers at 5 (6) per half hour, rather than 10 (12) per hour.
Research and Lore have been revisited. Please re-read them.
Defined the “Death” carrier
The arcane ability Extend Spell was changed.
The skill Endurance is now called Stamina, which grants Endurance Pool, which is used to power
Manuevers.
Finished some of the poison and Poison Resistance changes. The skills are now called
“Resistances” and they extend up to level 10 as partially implemented in the last change. This
involved some minor text changes in Poison Mastery, too.
Fixed the text in the Valor spell.
Stun effect description referenced under appropriate abilities.
Fixed Gem table layout
Control Air description fixed
Thunderclap is no longer Unresistable
Water spell Rust Clarified
Calm works on Roar victims too
Added General Spell Rules and stated that buff spells don’t stack.
Added Defenses section.
Ward Versus Magic School wording clarified.
Protector ability Lasting Endurance adjusted.
Rewrote Hand to Hand fighting
Full size real bows do more damage than fake (Nerf)
Ranged effects will not pass through a Wall.
The caster of a Wall of Granite can allow people through and it will block AoE spells (but not
Sound of Voice.)
Magic Transfer can now transfer Sash spells (of appropriate level).
Cremate is a scroll instead of a potion, because that just makes more sense.
Disarm and Hook, when used by Great Weapons, work against any weapon.
Major Alchemy Update, how to use tonics, gels, vapors modified. Recipes modified
Definition of Alchemy Resist modified
Armor and Weapon Smith rewritten
Armor and Weapon experience Smith costs reduced
Refining Rewritten – work in progress
Refining experience costs reduced
Imbuing no longer requires questing to learn
Minor edit to Life to Unlife
Reputation Background cost reduced
Master-work Armor now only increases values by one (1).
People that start after October 2009 start with 100 xp.
Clarified Multicast.
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Added some clarity to handling vapors.
Only one arcane ability may be used to modify a particular spell casting.
Updated basic combat rules to cover blocks and to prohibit tests of strength.
Made several updates to the races and character kits.
Savage Wounds clarified and no longer clot.
Many alchemy effects added, and several rewritten. Please re-read entirely.
Awaken spell effect adjusted so it works against alchemical sleep.
Rewrote Poisons
Re-ordered paths. Corrected some formatting.
Added the history of the Ages.
Worked on Poisons
Poison Resistance is now a simple comparison to the Poison Potency.
The Maneuver Name has been added to the calls for most Maneuvers where it was missing.
Teacher ability was rewritten. Teachers can teach abilities they know with prior Plot approval.
Points cost for Poisoning changed.
Points cost for Blocking changed.
Points cost for Refining changed.
Trained skills added back into the game. See points cost sheet.
Assassin Path’s Bypass now works against Magical Walls as well as Traps.
More race modifications
Edited Traps further
Added Core Rules
Arcanist level 1, Arcane Spell was modified.
Only 5 (five) buff and sash spells may be active on a character at a time.
Adjusted the sever effect delivered when you cut off an Entrapped Limb from a trap.
Fixed some inconsistencies in the Sever maneuver description.
Added comment under traps about attempting to destroy a trap.
Removed “Lingering” wound types, because Broken Limb has been defined and was the only
“lingering” wound.
Started in on Alchemical Processes – but several are broken and need attention.
Added Spell Crafting in the magic section.
Added PvP in the core rules.
Added Basic Items and Looting rules in core rules.
Adjusted Glych description
Updated the priest ability, Conduct Service.
Added Disadvantage: Outlaw
Cannot imbue spells you Magic Transfer or Arcane Absorb
Added a second level to the Hothead disadvantage.
Edited Spell Casting description.
Removed Mage Blades, added Arcane Protectorate
Added Game Basics: Organization
Added Weapon Construction Guidelines under core rules
Clarified title rules
Added Mordath write-up
Physical advantages can only be taken by Changed or if they otherwise make sense with the
character’s body type.
Only characters with Hyper Immune System can have Poison or Disease Resistance 10.
Rewrote weapon damage skill descriptions for grammar and clarity.
PUBLISH
Warp cannot target the caster.
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Faith ability Blissful Radiance renamed Divine Radiance to distinguish it from the Life spell
Clarified that Shroud of the Damned only protects against weapon and hand to hand nonmagical attacks.
Clarified component costs of Miracles.
Orcs can take any path. Trolls can’t be Arcanists, but can be Avengers.
Dark Fae poison production costs half points, round up. Assassin Poison Mastery reduces the
coin cost by half, round up.
Corrected: Savage Wounds do not clot. The two descriptions disagreed previously.
Strip will duration corrected
Armor drawing correctly indicates that feet are not a valid target.
Corrected points costs in master spreadsheet to handle races and other factors.
Traps 8-10 are trained, not Quested.
Language cost discrepancy corrected.
True Mage points costs in spreadsheet fixed.
Pulverize clarified.
You can no longer Evade an Assassinate.
Moved Traps and Poisons under Production so the concepts are explained in the correct order.
Alphabetized Glossary
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Ga m e B a s i c s
Game Basics: Character Creation
Quick Start
1) Get your experience point total from Plot. New players start with 100 points. Returning players may start with
more points, depending on their previous involvement.
2) Figure out your background. Your skill and attribute selections should shape and be shaped by your background.
To start play, you must submit a written character background.
3) Pick your race and decide if you want to be Changed, Shifted, or Touched.
4) Pick Advantages and Disadvantages. You cannot buy more than 20 points worth of Advantages, period. If you pick
more than 10 points in advantages, they must be offset by Disadvantages. You cannot take more than -20 points
worth of disadvantages.
NOTE: Some skills can only be quested for in-game, and are not available at character creation. These are marked
with grey backgrounds on the points cost sheet.
5) Pick Physical Attributes. These affect how resistant your character is to damage and effects.
6) Now, there are many ways you can spend your remaining build. You can focus on one area of expertise, or you can
spread it around.
7) If you want to cast magical spells, pick your caster type (natural, gem, or book), pick your school(s), pick your
spells, and do not forget to buy some Mana!
8) If you want to invoke divine power, pick your god, your rank, and talk to Plot about what gifts you can have.
9) If you are going to use weapons, buy the damage skill for the type of weapon you’ll use, buy some maneuvers and
enough Stamina to use them, and consider either armor or a shield for defense.
10) Finally consider some secondary skill sets like Alchemy and production, or some talents.
Plot and other players can help you build your character. Figuring out a strategy that works for you can be a bit tricky at
first, so don’t hesitate to ask! See us at http://games.groups.yahoo.com/group/Realmsofconflictlarp/ and
http://emperorofhumanity.com/roc/.
Character Build
Players who are new to our game receive 100 experience points (XP). These points are used to purchase skills, abilities, and
attributes. Returning players may get more points, and should speak to Plot.
Characters may take up to 10 points is disadvantage these points are added to the character sheet and may be spent
elsewhere. If a character takes more the 10 points in disadvantages, they must spend those points in the advantage section
(up to a maximum of 20 points taken in disadvantages). Likewise a character can spend 10 points in advantages, if a
character spends more than 10 points in advantages they must take make up the rest of the points spent in only
disadvantages ( up to a maximum of 20 points total can be spent in advantages).
More experience points are gained by attending events, and fighter practices.
Questing
On the character points sheet you will see some skills marked as requiring a quest to acquire. These skills may not be
bought at character creation. Characters that do not send in character backgrounds will not be allow to embark on quests
until they do so. If you complete a quest for a skill you do not have points to buy, you must wait until you have enough
points to buy the skill in order to use it. It must, in fact, be the next thing you spend points on.
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The character must find another character during game able and willing to teach them quest skills. In order to prove
worthy, the student must complete the quest specified by the trainer. It is possible to fail a quest, and there are negative
consequences to failure. More powerful abilities may require more challenging quests. A character can only quest for 1
skill at a time.
Note: If you quest for your 7th-10th level spells, you need only perform one quest per spell level for a given school. So when
you finish your quest for 7th level Fire, you may buy both 7th level Fire spells.
Training
Some slots on the character points sheet are marked as requiring in-game training to acquire. These abilities and skills
cannot be purchased without satisfying some kind of pre-condition. This can be finding an instruction manual, or a recipe,
or simply finding someone who knows the ability. Plot must approve any addition of a trained ability to your character
sheet. If you wish training in a skill, notify Plot when you RSVP for an event. There’s no guarantee that you’ll get the
training, but the chances improve if you make sure to ask… and if you make sure to expend some in-game effort to find the
trainer. Unlike quests, you can undertake multiple training efforts at once.
Character Background
The Realms of Conflict has what we call “open world content.” This means that our players can help us build the world, and
should feel free to invent and add to the world’s setting and background. This allows players massive freedom during
character creation. Most players come to us with some gaming experience and will be able to fill in their own character
background, but help is available from other players and from Plot if needed. Before going into play, all backgrounds must
be approved by Plot, and no character can enter game without an approved background. Yes, this means you must write a
background before starting play. Written backgrounds should be at least half a page in length.
Despite the open world content, there are some restrictions on backgrounds, most of which fall within the purview of
common sense. Don’t claim outrageous power or political rank…no princes, princesses, or evil warlords in hiding please.
Don’t expect Plot to invent reasons for your character to stick around.
Races
All characters need to pick one of the races on the list to play. If a character wishes to play something other than what is
listed, come to Plot and we will work on possibly slightly modifying one of the races to fit your needs. There are some
things characters cannot be, such as undead, demon or an angel or a dragon. You will find that the races and the kits were
created in such a way that would allow our characters to create possibly anything.
Game Basics: Calls
If someone does something to you using in-game abilities, they will usually indicate what’s happening by making a “call”. A
call describes what’s happening to you, and the way it is made lets you figure out if you are affected by the attempt. A call
should be spoken clearly at a normal speaking volume or louder.
All calls take the form: <Ability><Damage> <Type> <Modifier> <Effects> <Magnitude>. Most calls will have only one or
some of these components.
<Ability> may or may not be required, and is typically the name of the maneuver or spell.
<Damage> is a number used to determine if the attack caused a wound.
<Type> describes the kind of effect: Natural, Magic, Physical, Alchemy, and planar types such as Fire, Order, Air, etc. If
you’re hit by a weapon (ranged or melee) and no type is called, assume it is Physical. If you are hit with anything else and
no type is called, assume it is Magic. You may only have one Type at a time.
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<Modifiers> change the defenses that can be used against the attack, but are not effects in and of themselves.
<Effects> are in-game effects. A given call can have more than one effect.
<Magnitude> some effects have a magnitude, like the distance of a knockback, or the duration of a stun.
Complication:
If a weapon blow has both <Damage> and <Effects> in the call then the damage must cause a wound for the effect to be
delivered. For example, if someone hits you with “5 slice”, figure out if the 5 caused a wound. If it did, then you must
resolve the Slice.
If anything else has both <Damage> and <Effects> in the call, then the damage and the effect are resolved separately. So if
you are hit with a spell with the call “3 Freeze”. Even if the 3 didn’t cause a wound, you must still resolve the freeze.
Game Basics: Defenses
There are several effects and abilities that defend against various attacks. Some are used at the player’s discretion, and
these are considered Smart Defenses. Others are used when certain conditions are met, and these are considered Simple
Defenses. In all cases, when multiple defenses apply, the player may select the one the wish to use. This is important
because some defenses are expended when used, while others persist.
Game Basics: Combat
Below is the general flow of physical combat. If you have any questions about the mechanics of fighting, please contact a
GM.
The first step is to gauge if a strike was valid or not. A valid blow is one that lands soundly on your body. The neck, groin,
hands, and feet are not valid targets and blows that land on them can be ignored. Grazing shots (such as those that skip off
your sword and just touch your arm) should not be counted, and it is polite to call “Graze.” If you're not immediately sure if
a swing was valid or not, take the hit. If a GM hasn't shown you what a valid hit is, please find one before the game to
demonstrate it to you. Also, if your opponent doesn't seem to be counting blows that you consider valid, talk to a GM. It is
possible the character has a special protection on them, or maybe they did make a mistake. The GM will work it out.
If someone hits you but it doesn't affect you (due to armor, magic ability, natural ability, etc.) you must inform that player
why the attack didn't work. If someone hits an armored area, you can say "armor", if the weapon won't ever do damage to
you for some reason (not in the case of Toughness where it will affect you next swing) say "no effect." This will stop a player
from upping the strength of the shot at you, thinking that you're just not feeling it. Also, if a shot is good, say so, such as in
the case of Toughness or losing a limb.
Now, you won't be expected to respond to every hit you take, especially in a mass melee, but if you can make the response,
do so.
If a weapon's Damage Value is greater than the Armor rating or Hide rating of the area struck, then that area now has an
Open Wound (see Taking Damage below). If you get struck by a weapon and didn't hear the damage that was called out,
assume it was a three-point hit.
You may block a weapon attack with either a weapon or shield of your own. A block occurs if you move your weapon or
shield so that the striking surface of a weapon does not contact you. Simply touching the attacking weapon with a
defending weapon does not constitute a block if the striking surface still hits you. However, a block is not a contest of
strength: If the attacker is shoving your blocking weapon or shield around, please inform them that they are testing your
strength and do not take the hit.
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There are a few no-no's to combat:
1) No power swings - If a GM sees you winding up to hit a player, you will be asked to drop the weapon and finish the
combat unarmed.
2) No fast taps - Some players keep striking the same area repeatedly with short, quick swings (sometimes called 'double
tapping' or 'machine-gunning'). Any double taps should be ignored. The first blow is the one that counted. Characters who
wish to swing the same location again and again must wait longer than 1 second.
3) No physical contact - Opponents should only contact one another with boffer weapons, not each other's body parts. No
tripping, elbowing or wrestling is allowed. Spell casters may only lightly tap a friendly character during combat with their
hand in order to cast Touch spells. Touch spells cast on foes during combat must be delivered with a Hand to hand Baton.
If you run or charge at another opponent, stop in plenty of time as not to run into them.
4) No tests of strength – At any time, if you find yourself pitting your own physical strength against someone else’s, you
must back off. This can happen when you lock weapons with someone else, or if you are swinging hard and pushing
through someone else’s block. It can also happen if you both grab the same object, in which case the first person to touch
it gets it.
God Strikes
Sometimes in the heat of battle, some players (or actors) may fail to acknowledge a good hit with an effect. This is what
God strikes were invented for. GMs carry with them weapons and packets. If a GM sees a good hit on a character that they
don't take, he will either tap the person with the staff or throw a bag at the player, and say "God strike!" The player may
NOT argue at that time as to the validity of the call. He must immediately fall to the ground. If the referee did make a
mistake, you will be fully healed after the combat.
Note: the referees will do their best to be aware of any defenses the character might have before resorting to a God Strike.
Taking Damage
If a character is hit for damage in a location, they must resolve the damage to determine if they are wounded.
There are five locations, torso, left arm, right arm, left leg, and right leg. Damage that isn’t defended against causes a
wound in the location. If a location already has a wound, it can’t be wounded again. (Exception: See Fortitude.)
There are many defenses against damage, including armor, hide, toughness, various magic, maneuver, and alchemical
defenses as well as simply blocking the hit with a weapon or physically avoiding the attack.
Delivering Damage
When swinging a weapon, casting a direct damage spell, or otherwise doing damage to an opponent, the attacker calls a
number that represents their ability to bypass armor, hide and toughness and cause a wound. If the number called is
higher than the victim’s armor or hide ratings in the location struck, then a wound is done. An attacker’s skill, weapon, and
strength determine the called number.
Special Case: Subdue Damage is non-lethal damage that any character with Student level damage skill can deliver instead
of wounding damage. Instead of calling the damage number, simply call “Subdue.” Subdue cannot be combined with other
maneuvers or effects. Any Armor, Hide, Carapace or the use of Fortitude or Toughness will negate the effects of Subdue. A
single limb hit by Subdue will be useless for the duration. Three separate limb hits, or a single hit on the torso will make the
victim Helpless for the duration. Any healing effect will cure subdue damage. The duration of Subdue is one (1) minute.
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Wounds
There are three kinds of wounds: Normal, Savage, and Mortal.
Treatment for a wound can either Seal or Heal the wound. Depending on their Resilience level, when a character has
suffered a wound they will bleed to death if the wound is not sealed or healed.
Sealed Wounds
Sealing a wound will wake a character unconscious from that wound, and will stop that character from dying from the
wound. Sealed wounds heal in 1 hour if unassisted by Alchemy, surgery, regeneration, or spell. A sealed wound is not
healed, and it can easily re-open. Sealed wounds will re-open if the character uses physical in-game skills or abilities, spell
casting, if the character moves faster than a walk, or lifts something larger than the size of their hand. If a character that
chooses to attack or perform a strenuous task with sealed wounds, the sealed round will re-open immediately after
performing the task.
Dying from Wounds
Wounded characters can die from their wounds. The amount of time it takes to “bleed out” is determined by the
character’s Resilience and the type of wound. A player whose character has bled out should seek out a GM after spending
an appropriate amount of time role-playing the death (and giving other players or characters a chance to deal with the
dead body).
Going Unconscious from Wounds
This is also called the “10 Minute Rule.” Three separate limb wounds or a single chest wound will knock a character out for
ten minutes. The character wakes after ten minutes (if they haven’t bled out), if the wounds that caused unconsciousness
are sealed or healed, or if affected by an Awaken. If the wounds are still untreated after waking up, the character will still
be Helpless.
Exception: See the “Hardened” advantage.
Normal Wounds
In addition to the risks of unconsciousness and death, wounds are debilitating.
A wound to an arm will prevent a character from using that arm. Drop anything carried in that hand and hold the arm limp
or behind your back.
A wound to a leg will prevent a character from running, and ideally the player should limp heavily or kneel. Two leg wounds
will cause a character to fall to the ground, unable to stand.
Savage Wounds
Savage Wounds act like normal wounds except that a Savage Wound bleeds rapidly and will cause death more quickly. The
victim’s Resilience timers for that wound are halved. Savage Wounds are not sealed by the Clotting ability, but other effects
that seal wounds will seal them such as magic, first aid and alchemy.
Mortal Wounds
Some damage is so extreme it will cause death in mere moments.
Mortal Wounds act like normal wounds, except a Mortal Wound will cause the victim to die in 10 seconds. Fortitude may
not be used against Mortal Wounds. Players are encouraged to count these 10 seconds out loud. Do not use this as a way
to summon healers from across the field.
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Death
Many effects can cause a character to die. A few can bring a character back from death. By-and-large, however, a dead
character is gone from the game and the player should begin working on their next character. Once killed, a player should
remain where their character was killed long enough to facilitate role-play relating to the death, then the player should
leave all their in-game items at the site of their dead body and report to Plot. Some items are exceptions (see Soul Linked
and Soul Locked.)
If you die, even if you are brought back by some means, you should report the event to Plot at the earliest opportunity.
Dead bodies (or Helpless bodies, for that matter) can be carried at a walking pace by one person who has nothing in their
hands. Two people can carry a body at a run. There are specific effects that can destroy a dead body, which can make
resurrection more difficult.
If there is a question as to who has possession of a dead body, the player of the deceased decides.
A player whose character has died may apply some earned experience towards a new character if they choose to make one.
The new character experience point total is calculated by adding 75% of their old character’s earned experience points to
the current base experience point total for a beginning character. Earned experience points are experience points added
after character creation, including event awards and Plot awards.
Example: Simian the Unlucky fell into the Pit of Slimy Doom and perished. Simian had 240 experience points, with 10 more
to be awarded at the end of the event. When Simian began play, he started with 90 points to spend, so he has earned 150
plus 10 for his current event. The current beginning character base is 90 experience points. Simian’s player adds 75% of 160
(150+10) to the base of 90: 0.75*(150+10) + 90 = 210. So, Simian’s player creates Ursine the Slightly More Fortunate using
210 experience points.
Death Blow
General Ability
Call: Death Blow 1, Death Blow 2, Death Blow 3 [<Type>]
This ability represents a character violently and permanently ending the life of another character. It is not a quick, quiet, or
pretty thing. Anyone can use this ability if they have a hand free. The attacker touches the torso of an Unresisting or
Helpless target with a hand to hand baton, or weapon and begins a three-second call of, “Death Blow 1 [<Type>], Death
Blow 2, Death Blow 3.” After “Death Blow 1 [<Type>],” the victim takes a wound to the torso. After “Death Blow 3,” the
victim is Dead. [<Type>] is the damage type of the weapon being used. If the damage type is Physical, it can be omitted
from the call. If the victim is immune to the damage type, they are immune to the Death Blow.
Game Basics: Approximations in LARP
Many things in these rules are precise, but we recognize that in many cases precision falls by the wayside. In those
circumstances, sportsmanship must take over. Players should be as honest as they can, both for themselves and for their
fellows. That said, we understand that approximations are both understood and acceptable. Here are a few we’ve thought
of, with an acknowledgement that there may well be others we haven’t.
o
o
o
o
o
Packet hits to the fringes of baggy clothing can safely be ignored, but if they’d have hit you naked, or if they’re
close to the silhouette of your body, take the hit. This doesn’t mean you can block with a cape.
Distances are often very specific. In general people will approximate distances with a nod towards sportsmanship.
Intent is often more important than precise execution of the rules, so if you know what someone intended, you
should accept the result.
Time is generally measured or counted in one’s head to the best of one’s ability. If you have a watch, great, if not,
try to count precisely.
Armor generally covers the locations that the phys-rep does a decent job of covering. So if you have a vambrace
on your forearm, but take a shot to the upper arm, the armor shouldn’t be considered to have protected you. But
if you take a shot on the inside of the wrist, or elbow, you can consider that area protected. If there is any doubt
as to what exactly is covered, please ask Plot.
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Game Basics: Time and Durations
Time progress in-game largely as it does out-of-game with a few exceptions. Plot may, in a tightly controlled way, take a
group of players to another time. This will generally be carefully explained and Managed, and this ability may be used to
Manage things that cannot be easily handled in another fashion.
Many abilities and effects have durations. Some are limited in how frequently they can be used. In addition to hours,
minutes, and seconds you will see references to Day, Flux, and Astral Conjunction (formerly Event).
A Day begins and ends at Midnight.
Flux occurs at Noon and Midnight every day. Abilities that are “once a Flux” are used at most once during the 12 hour
period between Fluxes.
An Astral Conjunction typically occurs before an event, so effects that are once per Astral Conjunction are typically only
usable once during a standard overnight event, beginning on Friday and ending on Sunday. Plot may call an Astral
Conjunction at any time, and when they do, all abilities with this frequency are reset.
An event is a full game session, from “Game On” to “Game Off.” Most Realms of Conflict games last from Friday night until
Sunday afternoon.
A character that undergoes a five-hour period with no in-game skills used is considered to have had a “Full Night” of rest.
Game Basics: Organization
Owners
The Owners of the game are in charge of all aspects of the organization. Any decision made by an Owner is authoritative.
As with all groups with authority at a game, seeking to overturn the decision of one Owner by going to another (mommydaddying) is seriously frowned upon.
Plot
The Plot Team (aka “Plot”) writes and runs the story at an event. Plot will be identified at Listen-Up at each event, and
during the event they have authority to make binding decisions. They defer only to Owners.
Marshals
Marshals may have different areas of responsibility. They are selected by Plot and Owners and may be either PCs or NPCs.
Some Marshals can help oversee a Ritual or Miracle, and some are responsible for rules interpretations and enforcement
during game. Marshals and their areas of responsibility will be identified at Listen-Up. They defer to Plot and the Owners.
NPC (Non-Player Character)
Non-Player Characters comprise the participants who take on a multitude of roles under the direction of Plot. They may be
goblins one minute, and a cadre of visiting nobles the next. NPCs follow the directions of their Encounter Leaders and Plot.
They pay only a nominal fee for the event, and in exchange must make themselves available to assist Plot and follow
directions. NPCs do not have the authority to take on an in-game role without permission and direction from Plot.
NPC Captain
NPCs sent out in a group will often have an NPC Captain chosen from among them by Plot. The NPC Captain is responsible
for ensuring the NPCs act in accordance with Plot’s directions, and for resolving issues that might arise during the NPC’s
mission.
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PC (Player Character)
Player Characters participate in the game as characters they direct, and are free to make choices on their own. They must
accept the story crafted by Plot, but they are free to play their characters as they like.
Supporting Groups
Rules Committee
The Rules Committee assists in writing and editing the rules of the game under the direction of the Owners. They do not
have authority or responsibility during events.
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C o r e R u le s
Spirit of the Game
The main focus of a LARP is to create a world and story in which characters interact. Maintaining the flow of the game is of
paramount concern, and participants should keep in mind the following points.
Large interruptions of the story or role-playing are not allowed. Do not, for example, shout a rules question at the top of
your lungs and bring story to a halt. Don’t bring out of game frustration to the hill. Don’t break character in important
scenes. In general, be conscious of the story being told, and do not let your out-of-game concerns break the atmosphere.
Arguing with Plot, rules Marshals, or Owners while game is flowing is strictly disallowed. Every game participant must
graciously and immediately obey instructions from those running the game. If you feel uneasy or disagree with a choice or
action that Plot makes, you will be given a chance to sit down and discuss the matter in a logical and adult fashion at a time
that does not break the flow of the game.
We understand it is impossible to stay in character all game long. Often people need to take breaks from game as we run
non-stop for days at a time. These breaks should be taken in out of game areas, and out-of-game people should stay away
from the common areas of game play. Participants who are out of character may be asked to relocate away from in-game
activity.
We expect our players to maintain an air of civility and maturity in all out-of-game interactions. There is no tolerance for
those who are exploitative of the rules, nor for those who use the rules as a blunt instrument. Be a good sport, accept
Plot’s guidance with good grace, and you will be welcome at the game. Throw tantrums, rules-lawyer, or mistreat other
players and NPCs, and you will be asked to leave.
In general, players and NPCs are expected to both know and adhere to the rules, but as an immersive live-action game,
bending the rules for an intense scene or good role-play is considered acceptable (though generally only Plot should assume
any real liberty with the rules.)
Safety
Our game is a contact sport with intense role-play with a lot of physical activity. Physical safety is therefore of utmost
concern.
Protect Yourself
Know your limits and do not exceed them. Do not enter unsafe situations. Leave situations that become unsafe. Wear
protective gear (face, neck, groin and other shots happen and you can and should wear protection to guard yourself.) You
can always make another character. Making yourself another player is harder. If you are reckless of your own safety, you
will be removed from the game.
Protect Others
If you see an unsafe situation, call a Hold (see below) and remedy the threat. Your character is fighting, but you are just
playing a game… never let yourself get carried away. Control your weapon swings and your packet throws. If you fight in
an uncontrolled manner, your combat privileges will be revoked and you will have to be re-qualified by a fighting Marshal
before you can again enter combat. If this happens repeatedly, you will be removed from game.
The Hold Rule
The Hold rule is our way of pausing game, think of watching a movie and hitting the pause button. Everything stops. To call
a hold, call out “Hold” loudly. If you hear a hold, stop what you are doing, make sure those around you are aware of the
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hold and have also stopped (repeat the “hold” call if necessary). Crouch down or take a knee, be quiet, and do not move
until instructed do by whoever called the hold or an encounter leader. When the situation is resolved, the encounter
leader or the person who called the hold will ask people to resume positions then call “3, 2, 1 lay on!” At that point, the
game resumes at the point it left off.
Don’t call a Hold if:
A. A monster jumps you and you’re not ready for the fight, and you want time to prepare
B. A player jumps you and you disagree with what they’re doing
C. You have to go the bath room in the middle of a fight
D. Someone hits you with a game effect and you don’t know what it does, politely ask the person who hit you with it,
to explain the effect to you.
E. This is not an exhaustive list of reasons not to call a hold. Use common sense.
Safety Holds
Call a hold if you or someone enters a dangerous situation, or is hurt. If you call a hold for someone else, and they say
they’re ok and to keep going, allow them to make that choice unless they truly do not recognize the threat.
Examples: Someone is fighting and about to fall off a cliff, call a hold. Someone trips and lands hard on something, call a
hold. Someone’s glasses gets knocked off their face in the middle of combat, call a hold.
Story Holds / Game Effect Holds
Sometimes storylines require the Plot team to call a hold to explain game effects or story. Players are only allowed to call
hold for rules information on abilities which state in the rule book that you may do so. If there is a mass confusion about a
game effect or rules question, it is up to the Owners, Plot team or Marshals to call a hold and explain them
Personal Holds
We use this term to explain a situation where a person needs a breather or to otherwise excuse themselves from combat
without stopping the game. This may be done for safety or health reasons, personal reasons, or for important rules
questions. During a personal hold, place your hand on your head to indicate you are out of game. If you need to step out of
combat place your hand on your head and leave the combat area. If you need to ask a question, place your hand on your
head and ask the person who hit you with the effect or ability for the information you need. If you see someone in a
personal hold or explaining a game effect or rule to another player, DO NOT ATTACK THEM. Wait for them to resolve the
issues and carry on.
Abuse of the Hold rules for personal gain or advantage is not allowed at all. Staff reserves the right to pull your character
back into game. People found abusing the hold or personal hold rule are considered cheating and are subject to disciplinary
action.
The Honor System
We expect that players honorably police themselves and adhere to the rules. As you read these rules you will find many
areas where it is quite easy to cheat by lying or not keeping track of the proper information. While we do have Rules
Marshals and Plot Member occasionally policing and enforcing the rules, we ask that at all times players and staff act with a
high standard of personal honor and integrity.
Cheating
This is both a game and a sport, and people who willing cheat are not tolerated. Cheaters will be caught and punished, up
to and including expulsion from the game. If you are called for cheating by a Marshal or Owner, the issue is not up for
debate. You must accept whatever ruling they make and preserve the flow of the game. You will be given an opportunity to
explain yourself or your actions at a time that does not interrupt the game. Ignorance of the rules is not an acceptable
excuse.
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Metagaming
This is a common form of cheating at LARPs that involves the use of using out of game information for the betterment of
your character.
Some examples of meta gaming:
 While in a bathroom you overhear someone else talking about how they are going to kill someone else, you go and
warn that person out of game.
 After game you go out for pizza with the game staff and you find a Plot line for the next game and use the
information on it.
 During game you see a bunch of staff dressing up for a fight as undead, you then run into town and tell everyone
the undead are coming and to get ready.
Respect Other Players
Players should not make personal physical contact with other people in the game area without explicit prior permission.
Respect personal space, bodies, and possessions. We often camp together for events, and such you may share sleeping and
living areas with other people. Be respectful of others by not touching, ogling, or commenting on personal matters.
Similarly, if you are sharing a sleeping area maintain your personal hygiene (keep the funk down), and keep your space
reasonably tidy.
Harassment
We may be at a game to play a fantasy story with monsters and magic, but harassment of other players will not be
tolerated and will result in expulsion from the game. We are particularly intolerant of those who engage in uninvited and
unwanted sexual advances.
Character Creation, Growth and Death
Once your character is made and your character points are spent, you have three games to move around points before your
character is locked in. After that point you cannot change your character’s background or move character points. If there is
a rules update or new rules edition, the staff will tell you if you have the option to change around your character points or
re-spend new points. After each game you complete your will be awarded new character points on which you may buy new
skills or abilities for your character. Different sections of the rule book have different rules on when and what you are
allowed to buy with your points. Every game you attend you should bring 2 copies of your up to date character sheet with
you. One copy for us and one copy for you. During game check in you will turn a copy of your updated character sheet into
us.
Non–combatants and Age to Play
Our game deals with intense role-play and is physically challenging, most of our content is intended for mature audience.
Thus to engage in our LARP combat you must be at least 16 years of age. If you are under this age and wish to participate,
you and your guardian must contact an Owner.
If someone at the game is a non-combatant for age, health, safety, or disciplinary reasons we will make every effort to
make the conditions of their combat status known. Non-combatants must make all reasonable effort to avoid combat
situations, and combatants must make all reasonable efforts to avoid striking the non-combatant. That said, the only real
way to avoid getting struck with weapons or spells at a LARP is to stay away from the LARP.
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Items, Tags, and Holdings
Player Holdings
Player Holdings are items a player has on them that are just part of their costume which have no in game effect. These
include clothing, belts, pouches, jewelry, and shoes. These items are not considered part of the game, and cannot be
targeted or removed by another player without the Owner’s permission. If an in-game item in placed in a Holding then that
Holding in now in game, and people may ask you to remove it or give it to them under appropriate circumstances.
NPC Holdings
In many games players commonly loot monsters for equipment or reward. However in a LARP it becomes difficult to
realistically represent the items one may loot off a monster. Thus in our game NPCs that players defeat may hand over coin
equal in value to their holdings. Some NPCs will have nothing, particularly if the monster or creature is poor. Other items
worth value, ritual components, magic items, potions, will have tags or physical reps
Looting
To search a defeated character, step up to them and announce “I search you” and begin miming the act of searching the
character (without physically touching them) for a minimum of 10 seconds. The person being searched may then relinquish
all their in-game items or request a “Physical Search.” Requesting a physical search gives the searcher permission to put
their hands on their victim. Nevertheless, people should not hide items in unsanitary or highly personal areas, nor should
searchers treat this as an invitation to grope. Searching someone takes at least 10 seconds, and may take as long as it takes
the victim to locate all their valuables.
Tags and Phys-reps
“Phys-rep” is shorthand for “physical representation” and is a general term for an out-of-game representation of an ingame item. Tags are pieces of paper with descriptions of an in-game item, authorizing signature, and other descriptive
information. In most cases a phys-rep will be accompanied by a tag, however possession of the phys-rep trumps
possession of the tag. For example you have a tag in your pocket for a weapon or item, but the phys-rep is in your hand. A
monster then comes along and takes the phys-rep from you but the tag remains in your pocket, you would need to provide
the monster with the tag for the item as soon as possible.
Basic Equipment
Your basic equipment, armor and weapons you have phys-repped, is generally not tagged. When you come into game with
the phys-rep you effectively have the item. There are, however, a number of effects and events that will break or destroy
your equipment. When this happens, you must either have a tagged replacement item, another phys-rep (not your
original), or you must find a replacement on the battlefield. (Items merely Broken can be repaired by some in-game
effects.) To find one on a battlefield, you must spot an NPC using an item that you want to use and then arrange to take it
from them. When they are defeated, instead of searching them for coin, you may announce “I am taking your sword,” for
example. At that point you may resume using your original phys-rep.
Boffer
The term “Boffer” means a representation of an object that is used in combat for fighting and spell casting to deliver blows
or spells to other people in game. A “boffer sword” is a foam covered sword used for combat. Packets are small throwing
objects which are made to be safely thrown at other people in game to deliver game effects. Boffer weapons must be
inspected for safety passed by an Owner or weapons Marshal. If your weapon or packets are unsafe you will be asked not
to use them at our game.
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Weapon Construction
The Realms of Conflict game system is not a light-touch LARP. Most fighters strike with force, stopping short of driving with
body mechanics (without arms, hips or shoulder leverage). As a consequence, weapons must be constructed to reduce the
chances of real harm. The following guidelines will help ensure that weapons you construct will be accepted for use.
It is important to remember that safety is ultimately the responsibility of the wielder of the weapon, and when misused,
even the most carefully made weapon can cause injury.
The -DO’s
Weapons must be constructed such that any Realms of Conflict LARP fighter can pick them up and use them safely.

Weapons need to be able to forcefully strike at someone without causing injury.

Weapon must have defined striking surfaces.

Weapons must be of a type defined in the rulebook.

Nondescript, baseball-bat style weapons must be approved as a particular type when they pass weapon
inspection.

Weapons should be made so that anyone familiar with the game can identify the type of weapon.

Weapons must conform to size and type guidelines defined in the rulebook.

All weapons must have thrusting/striking tips on them. This is made of composite layers of foam, with a larger
piece of soft open cell foam on the outside. These prevent injuries and help with weapon control. Weapons
without a soft thrusting tip will not pass.

Weapons may not have ANY exposed core (or other unyielding components) on them, except on the handle of the
weapon. Weapon hafts on weapons such as pole arms must have a minimum padding on their hafts.

Pommels must be padded to prevent injuries. In most cases foam should be used, but some single handed
weapon cores like golf clubs may use rubber.

Weapons must have a minimum of 5/8” foam covering the core. Some professionally-made weapons may be
excepted from this rule (such as those made by Iron Liege.)
The -DO NOTS
Solid wooden cores (such as dowels) may not be used.

Metal cores may not be used unless you are a professional weapon builder or in rare cases such as golf club, these
may make passable weapons but often break and fail more easily than the graphite or carbon-fiber cores.

Avoid attempting to weight your weapon your first few times making weapons.

Avoid Coating the weapon in latex. Most latex formulations will harden over time or in the cold. Most latex or
rubbers that are used by professional to coat weapons have other things mixed into them. If you need advice on
where to buy proper coatings, feel free to ask.

Avoid coating the weapon’s striking surfaces with a thick layer of duct tape, as it adds weight to the weapon and
makes it hit harder.
Weapon Tests
Weapons will be tested in the following ways to verify their safety. This is not an exhaustive list, and a weapon inspector
may fail a weapon that passes these tests if they judge another aspect to be unsafe or inappropriate.
Construction: Is the core exposed? Are there any other unyielding surfaces.
Normal Strikes: Is the weapon able to safely and consistently deliver normal RoC style blows.
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Hard Striking: When the weapon strikes someone VERY hard, how much damage is caused? If your weapon
leaves bruising or breaks skin, it will fail.
Thrusting: The core of the weapon may not be felt when the weapon’s tip foam is manually compressed. The
weapon must have a thrusting tip.
Durability: The weapon will be checked to see how easy it will break. Is the construction method durable, or likely
to come apart under use? Is it likely the core will break or shatter?
Basic Sparring: Sometimes if we are uncertain about passing a weapon, we will take it and do some basic combat
with the weapon.
The 5-minute Beating: We reserve the right to beat you with your own weapon for 5 minutes. Why? We figure
that if you don’t want to be beaten with your own weapon for 5 minutes, no one else wants to be hit with it.
Suggestions
What follows is a short list of recommended materials. It is not exhaustive, and using these materials does not guarantee
acceptance, but it’s a good place to start.
Cores:




Carbon Fiber tubing. Spiral wound or woven tubes are very light but can be expensive. Pultruded (unidirectional) carbon cores work well, but can be crushed.
Graphite (graphite is just carbon by another name) is sometimes available as a ski-pole or golf club.
Bamboo
PVC pipe
Padding:
 Pipe foam insulation, such as that used to insulate copper plumbing
 Polyethylene foam
 Soft camping-mat foam
 Thicker mats, such as those used for yoga
Coatings:
 Stretchy, soft cloth such as lycra or spandex (thick socks or tights work for swords.)
 Pliable duct tape (if used sparingly)
 Nylon kite tape
And the following materials are rarely, if ever, okay for use in weapon construction.
 Thin fiberglass
 Aluminum cores
 Solid dowels such as rattan.
 The pipe foam insulation that is sold at Home Depot that is more neoprene than foam. This material is
meant for heat/cold insulation, and as such has only rudimentary shock absorption ability. Therefore
weapons made out of this material will fail.
 Nylon webbing is not to be used to cover the inside of the core. This material hardens with glue and
actually helps cut the core apart from the inside with repeated use.
 Thick floor padding
There are many techniques to safe and sane weapon construction. Do not be disappointed if your first few weapons fail.
Keep at it, and ask for help. Some of us have been doing this too long.
Clean up
All participants are responsible for the maintenance of the game site including set-up, clean-up, and tidying during game.
They must clean up their sleeping areas, and they must help clean up common areas. Some events will have sign-up sheets
where participants sign up for chores or clean-up. If you do not do your fair share of clean-up and handle the chores you
sign up for, you may not receive any experience for the event, and you may be asked not to return. The old maxim, “Many
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hands make light work” holds particularly true for LARPs, and the corollary that nothing pisses off Plot like cleaning up after
messy players also holds true.
Roles and Spectators
In general people attending the event are expected to perform a role, either in-game or out-of-game. Spectators are
generally not welcome for more than a single game, after which time they are expected to help out or participate in some
way. Adults supervising youths are welcome.
NPCing
NPC is short for “Non-Player Character”. NPCs play the backdrop and “monster” characters at an event. NPCs operate
under Plot instructions and should be familiar with the rules, the NPC guidebook and should learn and act out the roles
given them by Plot.
Check in, Check out, Listen-up
Everyone arriving at game must check in with logistics. During check in they must:
1) Pay any fees due.
2) Provide two copies of their character sheet.
3) Handle any production they submitted before game.
4) Access their item bag.
5) Update their contact information.
6) Sign up for clean up chores.
7) Tell Plot of any health or medical issues.
Everyone leaving the game must check out with logistics. During check-out they must:
1) Hand over their coin and item tags.
2) Sign out.
Staff will call “Listen Up” at the start and end of the event. Everyone is expected to attend listen-up if they are at the game
at the time it is called. If they arrive at some other time, they must ask what was covered at listen-up. Listen-up is used to
communicate important safety, site, and game issues and is not optional.
Zero Tolerance for Drugs and Booze
No illegal drugs or alcohol may be taken by any participant. Anyone drunk or stoned at an event will be removed from
game. If you are on prescription medicine that you expect to take at a game, you must notify Plot at check in.
Smoking
Many camp sites have smoking areas. If is your responsibility to know where these areas are and you may only smoke in
those areas. Smokers must police their own butts. If you’re caught littering or not policing your butts or cigarettes, or if
you smoke outside designated areas, you may WILL be asked to leave the camp sites.
Player vs. Player
Also called PvP, player vs. player conflict is a part of the game that can be extremely exciting and rewarding… but it also can
be very tense and prone to causing out-of-game conflict (drama). Players are always expected to act with maturity and
honesty, even if their characters are monstrous and vicious. Allegations of cheating and meta-gaming are taken very
seriously, and players participating in PvP should hold themselves to the highest standards. It is suggested that players
expecting to engage in PvP attempt to have a Marshal observe key interactions.
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Card System (Discipline)
In general, discipline issues are handled by staff during game. Participants must adhere to staff and Marshal rulings
immediately and without argument. Opportunities to discuss disciplinary rulings will happen outside the flow of game,
possibly waiting until after an encounter. In some cases, staff may opt to use a sports-like card system as follows:
 Yellow Card – You did something wrong. Don’t do it again and correct your behavior as instructed.
 Red Card – You did something wrong. Step out of game until Plot or a Marshal can talk to you about what
happened and put you back in game. Repeated red cards may cause you to be removed from the game.
 Green Card – Reward System – Exceptional play, sportsmanship and participation should be recognized. Players
and staff may nominate a player for a green card. Plot will review the nominations and select an appropriate
reward.
Out of Game Areas
Some areas are out of game for different reasons. You may never retreat into an out of game area to avoid in-game
consequences, and you may not use them as a sanctuary. Bathrooms are always considered out of game. The kitchen is
out of game for combat, though basic role-play may happen in the kitchen. NPC central, logistics areas, and Plot rooms are
also out of game.
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S e tti n g
History
The Ages
The history of Ith can be broken into large periods of time. We call them ages. Each age marks important events, trails and
troubles the world faced at that time.
The history of Ith can be broken down into several large periods of time, each referred to as an "Age". Each Age is
distinguished by the important events, trials and troubles the world faced at that time.
The Age Before - This Age occurred before recorded time, stretching beyond the last 5,000 years of our calendar. This is
when Dragons and Titans ruled Ith, and the only other sentient beings known to exist are the Elves and Orcs. This Age is
known in some cultures as The Age of Myths.
The Great War - This marks the first assault on Ith by the Ancient Ones, an epic battle fought by the Dragons and Titans. The
defenders succeeded, the Ancient ones were defeated and fled Ith.
The Age of Strife - As they fled, the Ancient ones cursed all the races of Ith for 1000 years. The Titans and Dragons began to
die out, the curse leaving them nearly unable to reproduce. Orcs fell to savagery and their society has all but collapsed due
to massive infighting. The Length of Elven gestation was greatly increased, reducing their numbers significantly since then.
The Fey leave Ith to create Arcadia, shielding themselves from the curse.
The Age of Magic - The Age of Strife ended with the unraveling of the Ancient Ones' curse. The Dragons bestow magic on
the Elves, entrusting them with its preservation. Those considered first among the Dragons place themselves within Ith,
taking turns to infuse it with the power to sustain magic. Towards the end of the Age of Magic, Humans, Ogres, and Trolls
begin to appear as primitive societies on the fringes of civilization. Fey and the Nature Spirits return to ith, helping life regrow and flourish. The Magic of Magic ends with the collapse of the Elven Kingdom due to pervasive political infighting.
During this instability, other races begin to develop the means to cast magic. Shifted and Changed become much more
common during this time.
The Age of Man - The Age of Man Begins in bloodshed, as Humans expand their influence on Ith. The Humans in the south
were allies to the Orcs and Ogres in the region, adopting their savage tribal nature. The Humans to the north ally with the
Elves, and through that union develop more sophisticated social and technological advancements. A rift grew between the
north and south, fueled by the rivalry between their allies. This lead to what is known as the Blood War, a conflict between
Northern and Southern Humans, with the Elves and Orcs inciting further aggression. After one hundred years, the war dies
out, and peace settles over the land. Humans control the vast majority of Ith, divided into the territories of Phantos,
Tromtir, and Venner. Phantos was the largest, considered a neutral force in regards to racial relations, and would later
become much of what Telar is today. Tromtir and Venner still held grudges from the Blood War, which blossomed into the
conflict known as the Tromtir–Vennarin war. This Age also marks the ascension of the first non-elven deities, through a
powerful ritual peformed by the three known as Dierdre, Darkwind, and Lartuen. Korghan begin to appear from deep with
the mountains and began to interact with other races.
The Age of Chaos - Phantosian government collapses after several important figures are assassinated. Human expansion has
grown to it's largest, but the collapse cuts off much of the outlying territory from central Phantos. The god of Chaos rises to
power, threatening to break the world apart. The Bloodvine begins spreading through the Fae at a pandemic rate, killing
some at first then turning the vast majority into Dark Fae. Arcadia itself becomes infected with the disease, driving the
remaining Fey to Ith. Eventually a new Arcadia is created, but many Fey remain on Ith. Evidence begins to show that
Dierdre, Darkwind, and Lartuen created a rupture in reality with the Ritual of Ascension. The flaws in the ritual are
eventually corrected, shifting the timeline of Phantos. With the strain on the magical forces of Ith, the entombed
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Dragons struggle to maintain their duty. The Dragons are forced to coalesce into a single being known as the Essence
Dragon, losing their direct connection to Ith while maintaining the presence of Magic. The Orcs rise to prominence during
this age, uniting under a single Warlord with the purpose of establishing their own lands. For the first time since the Age of
Strife, the Orcs carve out their own territory crowned with their capital, The City of War. In the far south of Phantos, the
Demon Lord Azrael attempted to raise an army to conquer Ith. At a critical moment, he was betrayed and struck down by
one of his own champions, banishing him back to his realm.
The Age of Unification - Things stabilize in Phantos, and the people are united under a benevolent monarchy. Glytches
begin to appear in large numbers, traveling between towns to trade and establish their place in society. Allure (another
continent) is taken over by a powerful and tyrannical Emperor, influenced by an Undead lord and his consorts. Many of
Many of Phantos' outlying territories come back into the fold. Much of what lore and technology that was lost in previous
conflict is restored to the world. New deities begin to ascend, and the Three begin to lose the grip they once had on the
mortal populace. The end of the Age is marked by the death of the King of Phantos, sparking a war between his two heirs.
The fighting was short, but brutal, after which the Allurian forces attempt to invade the re-stabilized kingdom and fail.
The Age of Reckoning - The Age of Reckoning began with the corruption of the Divine Arbiters and the Champions of Fate
by the Ancient Ones. Each of the mortal kingdoms are forced to unite against a common enemy as the Ancient Ones invade
Ith. The Deities defy the Fates, and begin directly assisting their mortal worshippers. A titanic struggle ensues, and
overwhelming power is unleashed, unseen since the Great War. The Ancient Ones are repelled, at great cost to the
defenders, with several deities joining the ranks of countless fallen mortals. Their passing leaves a void in the structure of
the cosmology, leading to a massive surge in new deities hoping to claim their abandoned dominions. The great Elven
library deep in the heart of the Elven lands is destroyed and much of their history is lost. What was once Phantos is reborn
as Talar, named for the house of nobles that led the forces of mortality to victory. The Human lands are ruled by a Noble
Council, a system of nobility which allows new areas ruled by others to join the Republic of Talar quickly, and without loss of
political or social power. Their dominion expands, recovering much of the territory that had been lost during pervious ages.
The Republic of Telar is formed mostly from Human, Glytch, and Korgahn houses. However, every race boasts a large
population within its borders. The Elven lands remain to the north of Talar, and much of the area to the south is held by
Orcs and Ogres sworn to the City of War.
The Age of Reckoning
The History of Talar as written by an unknown historian
It is funny how fast things can go wrong and how rock bottom is never really as far as you can fall. Just ask the Korgahn, but
then again I am drifting off topic. Let me see, where would you remember from… Ah yes, Theo and William’s little war.
Theo sent a strike force in hopes that it would break William’s line and flank his forces. However, William prevented the
large team of death knights from breaking through their lines, which caused Theo’s forces to eventually lose the war.
Broke, outnumbered, and surrounded, Theo waved a white flag. William accepted his brother’s surrender and quickly
began to repair his kingdom.
Allure’s alliance with Theo caused William to suspect them of foul play. His suspicions were assured when Allure launched a
massive attack on the land of Phantos. Undead forces hit hard and fast, ensuring the breakout of another full scale war. In
the end, William was able to unite the lands and repel the attacks to come out on top once again. Seeing his great
leadership skills, the people of Phantos gave William their overwhelming blessing to be their king, issuing in a new age of
peace and prosperity to the land.
At the end of William’s rule, since he had no offspring, he proclaimed that the land be given back to the people. He
reinstated the Council of Phantos, making the land a republic. The council ruled for 100 years during the time known as the
Age of Reckoning.
However, at this point, I must take you back into our history to the beginning of the world and the birth of all of the races
on it.
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Most people take the workings of the world for granted or simply do not care. We know that magic comes from the
Dragon, but there is more to it than just that. Listen close here, for this is important. Dragons used to be common
throughout the old world. Maybe not as common as humans but I digress. Where the dragons came from no one knows.
Perhaps the elves do but they do not talk about it.
The dragons, even though pure and gracious, had made a great enemy in a group known as the Old Ones, a nameless,
faceless terror that could give Gods nightmares. The Old Ones found this young world with its dragons and young races and
salivated at the possibility of feasting on the life and energy that it produced. A savagely brutal war took place where most
of the Old Ones died and the few that were left fled. However, the dragons were not in the best of shape themselves.
Many of them were dead, or dying, and afraid that one day the Old Ones may return. They used the last of their will to gift
the young races with the magics. The dragons that survived chose to sleep in shifts where only one would be awake at a
time, providing magic to the land. This system worked for a time; however, the races abused the magic and drained it
which hurt the dragons. Realizing that singularly they could not maintain the magics, all of the dragons ascended, forming a
single powerful being known as the Essence Dragon. The Essence Dragon would watch over all of the young races until the
return of the Old Ones. So, due to the greed of man, wars and battles ravaged the world, stretching thin the Essence
Dragon’s magic. The Old Ones then made their move.
Before I continue, there is something else you need to know… an important element into the comings of things and how it
all played out. The Champions of Fate are powerful enforcers for the different types of magic. Each bears a single ancient
weapon that embodies that aspect of magic. The Champion of Mind, who rules and watches over the other champions,
was a man named Sho. He was a timeless warrior who had saved the world time and time again.
The Old Ones worked behind the scenes and corrupted the Champions of Earth and Fire by promising them godlike powers.
The two corrupt champions attacked Sho, and handed the blade of mind to the Old Ones who corrupted it with their own
foreign magics.
The fallen Champions of Earth and Fire continued to attempt to corrupt the other champions and arbiters. Those who
refused their offers were killed. Cults began to form, armies were built, and a storm began to brew. The storm broke with
the attempt to corrupt the Champion of Death.
The corrupted Champion of Earth and Arbiter of Thrain went to the Champion of Death, offering him a spot as a general in
the war to come. The Champion of Death, in a furious rage, attempted to kill them and fled. He told the Gods and Fates of
what had begun. Unfortunately, even with all of their mighty knowledge and power, the Old Ones had hid their
movements from the Gods and still remained hidden.
The Gods moved fast but it was already too late. The Old Ones’ armies marched from their underground hiding places,
destroying everything in their path. The Champion of Death went to Thrain, the God of Death, and using their powers
together, they formed a pact with every fallen great warrior to bring them back to life for a single day and fight again.
Thrain also refused to collect any souls who fought, and so the mortal army was able to fight long after being struck down.
As the Old Ones’ army marched on, the two armies clashed in a massive battle, slowing the Old Ones army to a crawl.
The Three: Darkwyn, Diedra and Lartune, knew that the mortal corpses alone could not stop the Old Ones. They ignored
the rules of the Fates and manifested themselves on the world, leading the charge into the opposing army. Such a battle
had never been seen and likely will never be seen again. Darkwyn was at the front of the army and fiercely engaged the Old
Ones in combat. Lartune acted as commander of the forces and enchanted all those around him. Diedra aided and healed
the fallen.
As Darkwyn faced the Old Ones, the mortal army was being torn apart by the corrupt champions and arbiters. Then, just as
all was thought lost, an unarmed man that no one knew moved to the front of the line. He wore little clothing, yet his
presence caused the corrupted ones to halt, and courage to swell within the ranks of man. Whispers spread that this man
might be the resurrection of Sho, or possibly the embodiment of the will of the Fates themselves. The Corrupted Champion
of Fire stepped forward to meet this mystery man, and with a single motion, the mysterious person took the corrupted
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weapon away and slew the champion. In the stranger’s hands the weapon became pure instantaneously. This turned the
tide of the mortal army’s battle.
However, Darkwyn was not faring well against the Old Ones. Diedra, seeing Darkwyn beginning to fail, saved him from
death, thus joining by his side in battle.
The battle was long and the fields that were fought on are still stained red from the blood of the thousands who fought that
day. However, in the end, the Old Ones were defeated; But at what price? Most of the corrupted champions and arbiters
were dead, and Darkwyn, Diedra, and Thrain had all exhausted their powers. Darkwyn and Diedra passed on into the
nether wounded and powerless, but they pasted together. Lartune simply disappeared, giving himself up to restore some
balance back to the land. Thrain was consumed by the power of Death, having bent all of its laws for so long.
With the land shattered and scarred, all but the most basic forms of governments collapsed, and cults of the Old Ones still
lurk in the shadows. The area that was Phantos was then renamed Talar. Talar, ironically, was the land’s original name
from long ago.
This was all that had happened 50 years ago to this day. Since that time, many things have changed. With the loss of the
three most powerful gods, the fates created new gods to take their places. The Fates also bestowed power to others just in
case the Old Ones were to return. A new council has formed that seeks to reclaim the land that was lost during the Age of
Reckoning. They have started to pay adventures to reclaim those areas and have also paid to train others to prepare for the
possible return of the Old Ones. Now, with the forces of darkness and the Old Ones Plotting in the shadows, as well as their
cults seeking to find ways to restore them to power, it is time to take up the fight that the Gods themselves began. The
new gods need champions and the land needs heroes. The only thing to ask yourself is: are you worthy of adding your
name into the history of this world?
The Militant Orders
There are ten well known Militant Orders that operate throughout the land. These are groups that have certain goals and
focuses. Most of them are well established organizations with several hundred members at least. Some are backed and
funded by nobles. During the Age of Reckoning their groups formed massive highly effective combat units. Characters
wishing to join a militant order must apply for membership, Most of them will accept you as a man at arms for a trial
period, some of them are much harder to join. Players wishing to make their own order must write it up and submit it for
Plot, this only applies to a group that a player would want to buy rank in. The information below is considered to be public
knowledge in game, any more information about a order must be found out in game.
The council of Talar approves the creation of new militant orders. However, once created, the council takes no part in the
operation of an order, and has no authority over it. Each Order sends a champion that has a seat on the council of Talar to
report on the orders status and to relay information back to the order.
Crimson Dragon Company
The Crimson Dragon Company is charged with the protection of the council of Talar, and enforcing their will. They perform
a Varity of roles from Scouting, body guards, escorts, and trackers. The crimson dragon company trains skilled cunning
warriors who are not only elite fighters but skilled in many areas and extremely resourceful.
The Arcane Protectorate
This order concerns itself with crimes of magic, renegade incanters, and mundane crimes where magical means of
investigation are required. Citizen mages who refuse to register with the Academy of Mages can often find itself on the
wrong side of the Protectorate. The Arcane Protectorate includes some of the most capable diviners, scryers, and magical
detectives in the kingdom.
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Order of the Light
The Order of the light has a twin focus, their first and primary is to act as peace ambassadress, bringing peace and healing
to the land, helping all those that need it. Their second is the hunting and destruction of Vile Undead.
Hand of Shadow
The Hand of Shadow is an order shrouded in secrets. They deal in information gathering, protecting it, securing it as well as
counter intelligence. They train Scouts and spies. Moreover they are loosely linked to several assassins groups.
Celestial Knights
An elite order of knights dedicated to fighting evil. They are crusading shining warriors of honor and courage. While their
numbers are not nearly as many as other orders, each celestial knight is a devastating fighter who excel in martial combat,
many of their numbers are Faith and magic users. Celestial knights specialize in demon hunting and purging evil in all its
forms from the land.
Jade Scorpions
The Jade scorpions are not as well established as some of the other orders. They originally hail from the Far East, banded
together from disparate groups of barbarians. Now they work as ambassadress to tribes of barbarians. They also
constantly drive to learn as much as they can about combat and fighting. They commonly offer weapons training to those
who need and may not be able to afford it. Due to their high nomadic nature they act are secure messengers.
Since the death of Sho during the Age of reckoning, his martial arts school has been split into two groups. Sho was a master
martial arts who trained many skilled fighters over the years from all walks of life. He taught his warriors to fight with
honor and grace.
Elemental Champions
This group trains fighters to embody a element as a fighting style. They also work closes with the champions of fate aiding
them in their tasks however they can. Each fighter learns to embrace a single school of magic as a style of fighter.
Baal's Enforcers
Baal, one of Sho's top students, took over Sho's dojo. However his take of Sho's ideals are a bit darker and more extreme,
causing the spilt. Baal trains warriors, bodyguards and assassins of the highest levels. While his methods and motives are
in question of the council, the results are not. Baal seems to have taken a personal vendetta against the corrupted arbiters
and champions that fled since the age of reckoning and is actively hunting them down and seeking their destruction.
Death Guard
The Death Guard are a new order founded during the age of Reckoning. Their goal was to combat the Old Ones with
extreme measures. They have been known to field undead in combination of their knights. Their numbers include large
number of death mages, and necromancers. During the age of reckoning many accepted their methods because of the
time. However since then many have began to question, and the council keeps them under close watch.
Spirit Warriors
Large number of barbarian tribes fell to the corruption of the Old ones during the age of reckoning. Many tribes feared that
they would also fall under the grasp. A large meeting was head with leaders of the different groups of barbarians. It was
decided that they would need pure warriors strong of heart and soul to face the old ones in battle. Using ancient nature
rituals a large group of shamans bound animal spirits within the souls of their own warriors. This made them much stronger
and pure of heart. The animal spirits that are bound are always willing. This has given them a much stronger link to nature,
and thus they commonly deal with the fae and the nature spirits.
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The Races of Ith
Elves
The wise and noble elves are believed to be the oldest race. Elves are known for their grace and deep understanding of
magic. There is an elven homeland to the North of Talar, but in this country they are widely intermingled with the general
populace. They are by no means common, but most Talarian have met or personally know elves. While all technically of
the same race, scholars generally distinguish three groups: Common or High Elves, Feral or Wild Elves, and the Dark Elves
whose practices and proclivities are widely abhorred by their brethren. None of these groups can be distinguished by
physical features – the differences are cultural.
Costume and make up requirements: Elves must wear pointed ear prosthetics.
 First level of athletics for free
 “Nimble” advantage for free
 Cannot buy more than one level of Fortitude
 Cannot buy regeneration
 Disease and Poison Resistance cost an extra 2 points per level to buy
 Cannot be gem casters
 Do not need to master a spell school to move on to another school of magic
 Elven Wisdom: Once a game, elves may ask a lore question on any topic.
 Elves can buy two Channel Higher Magic and two Spell Potency arcane abilities.
 Elves can Read, Write, and Speak Elvish for free.
Korgahn
The Korgahn are a strong race that lives deep within the mountains, sometimes referred to as stone people. Korgahn are a
sturdy and hearty people and many believe them to be as strong and tough as the stone they make their homes. The
Korgahn tell legends of their birth in the forges of the Titans who had sought succor deep in the bones of the earth, of the
seven Lords of the Korgahn and their underground kingdoms. The core values instilled in them by their ancestors include a
strong sense of personal duty, stoic perseverance and strength.
Costume and make up requirements: Stone and tribal jewelry. Grayish skin tone, noticeable red hair.
 Can only be Gem casters.
 Any level of armor they wear counts as one level higher
 They get a free bonus Magic Resist that does not count against their limit.
 1st 3 levels of Toughness for free
 Can buy regeneration up to level 1
 Learning Athletics costs double character points.
 Learning Sneaking and Tracking costs two extra character points per level.
 Flux attunement costs an extra 2 points per level to buy.
 Their bones cannot be broken, immune to all non-magical break limb effects.
 Korgahn can Read, Write, and Speak Koraguese for free.
 Korgahn start with either the 1st level of weapon Smith or armor Smith for free.
Glyches
Glyches are an enigmatic race of tinkers and inventors. While not nearly as physically powerful as most other races, they
typically have brilliant minds and sharp wit. Scholars believe them to be one of the youngest races in Talar, but there are
vanishingly few stories or legends that detail their ancestry. Some even believe they are simply a cultural offshoot of
Humans or Elves. Their focus on technologies and crafts is so intense that most of them neglect physical prowess. There’s
little in the way of political structure in Glych culture, though they frequently form craft or project teams.
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Costume and make up requirements: They are packrats by nature so their costumes must represent that. They also carry
around large bags, lots of pouches, and tools for their trade. Their costume should generally be more steampunk era than
the medieval look of the other races.
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-1 to all weapon damage, minimum of 1
1st 2 levels of Will for free
Industrious advantage for free
Cannot be natural casters
Cannot use two handed weapons
They can use bows, crossbows and hand-and-a-half weapons, but do not receive the bonus damage for wielding a
weapon in two hands.
1st level of productivity for free
Masters of Crafting: With all production based skills, Glyches have a 10% chance to produce extra items when they
expend production. This chance is calculated by Plot before game based on pre-registration.
Tinkering: Once an Astral Conjunction they can use their creative ingenuity to rebuild any single destroyed item
that they have created. Tinkering in this manner requires 15 minutes of the Glych role-playing the repair of the
destroyed item. This can apply to magical items depending on the Glyches’ role play and method for rebuilding
the item.
Learn the first level in any one trade skill for free.
Can buy regeneration up to level 1.
Twice a flux they can use their creative ingenuity to repair any broken non-magical item. This tinkering requires 5
minutes of role-playing.
Cannot buy more than one level of fortitude.
Cannot buy the advantage Precise.
Glyches can Read and Write Glychian and Common for free.
Glyches cannot take the Berserker path.
Humans
Humans populate a large part of the world and adapt quickly, they can be as savage as an ogre or a wise as an elf. They are
widely intermingled with other races, and can be found in just about every major population center, but the nation of Talar
is believed to be the center of Human culture.
Costume and make up requirements: None
 Can buy regeneration up to level 1
 Start with 5 bonus character points
 Cannot buy any heightened senses
 Cannot buy physical advantages.
 Humans can read, write and speak Common for free.
Shades
Shades are a new race to the world they began to show up directly after the Age of Reckoning. Very few know the origin of
this race, but scholarly accounts of their appearance agree that they did not exist in earlier times. Shades are striking in
appearance, and often confused for some type of undead. Indeed, many of the first Shades to appear were attacked and
persecuted by fearful citizens. Shades have a much harder time channeling magic than any other race. They are naturally
untrusting in nature and stick to their own kind. They are very rare, but some have been accepted as Citizens and accorded
the rights of civilization.
Costume and make up requirements: black face/body paint and must only dress in white, grey and black. Any gear they
use must also be this color.
 When a shade buys Mysticism, they only get one Mana point for every point they put into it
 Can buy regeneration up to level 4.
 Cannot buy backgrounds at character creation
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Get 1 Shadow Meld per Flux – on a three count they can “fade” out of this reality. In order to properly shadow
meld the player must stay still in the same spot and not move, holding a white piece of cloth over their head. The
player may stay in shadow meld for as long as they wish to, however while faded the player cannot be affected by
anything short of a Plot effect. If the player moves or drops the white cloth the shadow meld ends.
One Natural Phase per Flux. The shade calls “Natural Phase”. This effect is described under the Mind spell, Phase.
One Natural Shadow Jump per Flux. The shade enters any shadow larger than their body, and calls “Natural
Shadow Jump.” The shade then goes out of phase by placing their hand on their head. The shade may move up to
150 feet before exiting out of any shadow at least the same size as their body. If the shade does not exit from a
shadow within 1 minute, they are forced out of the nearest shadow and will lose this ability for the rest of the
game.
Immune to alchemy that can be resisted. See the Resist Alchemy ability description. Note that Shades are
immune to alchemical healing.
Shades start with the first three levels of disease and poison resistance for free.
Immune to fear effects (i.e. Death Gaze, Fear, Roar).
The control undead spell will work on Shades, however the spell becomes a Will challenge. This control is not
complete, and commands such as killing themselves or their allies will break this control. Simple commands like
“defend me”, “attack him”, “bring me a soda”, often work the best. This spell works more like a charm spell then a
total control.
The First Aid skill does not work on them.
Shades can Read, Write, and Speak Abysmal for free.
All Shades have Amnesia Level 1. (See the disadvantage.)
Cannot take the Arcanist path.
Orcs
The warrior race of Orcs leads a savage and brutal existence. Orcs live for fighting and combat. Some of the more feral
Orcs will fight anyone, anytime, while more “civilized” orcs seek the perfection that can be achieved in battle. Some of the
more civilized Orcs (as civilized as an Orc can be) form deadly armed units, well respected on any battlefield. The Orc
nation is south of Talar, and the capital City of War is both admired and feared for its commitment to the glory of battle.
Costume and make up requirements: Green face/body paint with approved Orc mask or Orc snout.
 Pain Tolerance advantage for free: Immune to torture / interrogation.
 +1 to all swung weapon damage.
 6 Endurance Pool for every level in Stamina.
 Can buy regeneration up to 3.
 Cannot be book casters.
 The Productivity skill costs five extra character points per level.
 Must have the Superstitions disadvantage.
 Learning the First Aid skill costs two extra character points per level.
 Learning Languages costs double character points.
 Orcs can Read, Write, and Speak Orcish for free.
Trolls
Trolls are extremely individualistic and vary greatly in appearance and manner. They are often loners, even hermits who
will claim an area and refuse to interact with others. Those few who interact with society often have a small group of
friends or companions who act as their refuge. They are known for their temper, and most know that taunting a Troll is a
one-way street. Trolls have a lack of culture or society and will generally adopt a version of the society they encounter.
Costume and make up requirements: Pick a skin color and a contrasting hair color, small horns on face and or body, or an
approved troll mask.
 Cannot buy the productivity skill,
 Cannot be affected by the Bloodlust spell.
 Cannot be gem casters.
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All Trolls have the Hotheaded Disadvantage at Level 1.
Learning Fighter Paths cost 5 extra character points per level.
All maneuvers they use have their Endurance Pool cost reduced by 1, to a minimum of 1.
Can buy Regeneration up to level 5.
Hyper Immune System - Poison advantage for free
The first five levels of Resilience are free.
Cannot be affected by the any effect that contains the call, “Charm.”
First two levels of Poison Resistance for free.
Trolls may Read, Write, and Speak either Wild Speech or Savage Tongue for free.
Trolls cannot take Arcanist Paths.
Ogres
Descended from the long deceased, proud and noble Titans of Ith, the Ogres are the byproduct of generations of Titan
inbreeding. True Titans have not been seen roaming Ith for hundreds of years, leaving Ogres behind as the proud, but yet
not so noble legacy to their namesake. Ogres are generally very crude and rough natured, and as a society are extremely
destructive. A region occupied by Ogres will be trampled and ravaged by their brutish settlement.
Costume and make up requirements: Tusks, Tribal markings.
 Cannot be book casters
 Hyper Immune System Disease advantage for free
 One “Taken” a day, as the berserker ability
 Learning Dual-Wield costs double character points.
 Toughness costs 3 points per level, and the first three levels are free.
 Immune to all mundane disarming effects, including Great Bash, Disarm, and Seize.
 Reading and Writing costs double
 Cannot buy Athletics.
 Learning Sneaking costs double character points.
 First two levels of Disease Resistance for free
 Hardened advantage for free.
 Ogres start with a bonus fortitude for free without having to buy toughness 10 that does not count against their
maximum
 Can buy Regeneration up to level 2.
 Ogres can Read, Write, and Speak Titan for free.
 Cannot take the Assassination or Marksman Path.
Minotaur
Prior to the Age of Reckoning, Minotaur were considered monsters by all the “civilized” races, but as the Ancient Ones
threatened the world, the Minotaur poured forth from their remote homes and joined the war against their evil. None
have ever known a Minotaur to join the cult of an Ancient One, and despite their continued savagery, the civilized races
have accepted them into society. An adult Minotaur is widely feared as one of the most dangerous combatants on two
legs… their brutal strength is quite literally the stuff of legend.
Costume and make up requirements: Brown or black face/body paint, bull horns, fur/cow leggings, cow nose or an
approved Minotaur Mask.
 Can buy Regeneration up to level 1.
 Cannot buy the Industrious advantage
 All production costs are doubled.
 Start with hide level 2, and may buy hide up to level 5.
 Minotaur Strength maneuver: costs 2 Endurance, used to break free from the Quick Sand, Freeze, Root Foot
spells, or the monster ability “Web” or shrug off the effects of Slow, Chill, Snare and Slow Poison. The call is
“Minotaur Strength.”
 Minotaur cannot be Grabbed except by other Minotaur or creatures with Monstrous Strength.
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Magic Resist costs them double.
Alchemy Resist costs an extra 2 points per level to buy.
+2 to all swung weapon damage.
Cannot use magic or magic items that require item activation. However, they can still use potions and
refinements.
Cannot use ranged weapons.
Cannot resist the Berserk spell.
Cannot buy Sneaking.
Frenzy- once per day- A Minotaur that enters into frenzy is immune to all Mind and Will based spells. All
maneuvers performed during frenzy have their Endurance pool cost reduced by 2, to a minimum of 1. During
frenzy, Minotaurs are immune to stun effects. Frenzy lasts 1 minute.
Gore Maneuver for free.
Minotaurs cannot start with political title.
Minotaurs can Read, Write, and Speak Savage Tongue for free.
Minotaurs cannot take the Marksman or Arcanist Path.
Fae
Fae are innate magical creatures from the realm of Arcadia. Those that dwell with mortals often seem alien and strange,
with beliefs and behaviors that are often inscrutable. Fae tend to be highly magical and able to interact with and
manipulate magic with ease. Almost all Fae tend to be light-hearted and playful with other races and often associate
themselves with the nature spirits that share their home of Arcadia. Because of their innate strangeness, mortals often
distrust Fae, which typically only prompts the Fae to more enthusiastically strange actions. Fae must embody a concept
appropriate to Arcadia. For example: flowers, sunlight, happiness, sharing, and other such abstract concepts.
Costume and make up requirements: They all must wear wings and have a creative use of glitter. They must have some
kind of marking on their face with the glitter. The marking can change from day to day. Fae tend to dress in lighter and
bright colors. On the Whole Fae are highly magical Creatures and must look as such. Cannot be book casters.
 Get three Mana for every character point put into Mysticism.
 They cannot be invokers of any kind.
 They can buy Regeneration up to level 3.
 Get the Wings physical advantage for free.
 Rituals performed by a Fae cannot have assistants, but their casting time is reduced by one third.
 Once per flux a Fae may assist someone else’s ritual, even if they cannot normally assist it (but they cannot assist
another Fae.)
 Learning Arcane Abilities costs two fewer character points per level.
 Fae can Read, Write, and Speak Faerie for free.
 Cannot take the Avenger or Assassination Paths.
Dark Fae
The opposite of the Arcadian Fae, these creatures hail from the twisted realm of Darkadia. All Dark Fae are infected with a
magical disease known as Blood Vine. This disease turns the normally light-hearted Fae it infects into twisted parodies of
their former selves. They tend to embody concepts, but they are opposites of those of the Fae: death, loss, depression,
greed, darkness, decay, storms, addiction, etc. Most Dark Fae worship or associate themselves with the being that
embodies Blood Vine, the god Imbolis.
Costume and make up requirements: They all must wear wings and have a creative use of makeup including eyeliner.
They must have some kind of magical marking on their face to suggest Blood Vine. The marking can change from day to
day. Dark Fae tend to dress in Dark and Gloomy colors. On the whole, Dark Fae are still highly magical creatures and must
look as such.
 Cannot be book casters.
 Can buy Regeneration up to level 3.
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Half production point costs for poison.
First three levels of Poison Resistance for free.
Learning Sneaking costs half character points.
First level of Concocting and Chemistry for free.
First level of Resilience for free.
Gain the “Wings” Advantage for free.
Dark Fae can Read, Write, and Speak Faerie for free.
Learning Alchemy Resists cost two extra character points per level.
Cannot take the Protector Path.
Dryads/Satyrs (Nature’s Defenders)
Races as old as the forests themselves, Dryads and Satyrs are charged with the task of guarding important items and
locations. Most come from the Deep Forest, though some call Arcadia their home. They tend to be very friendly and
sociable creatures, though many maintain wild, mischievous, and fickle natures.
Costume and make up requirements: Male players are Satyrs, and female players are Dryads. Satyrs need fuzzy leggings,
small horns and a short tail. Dryads need to wear plants and flowers. Both are magical creatures and should have magical
markings and tattoos on their bodies.
 Stash Spot advantage for free.
 Dryads cannot cast Spiritual magic.
 Satyrs cannot cast Elemental magic.
 Charm: They may cast a Charm effect, similar to the spell. This Charm cannot be used on the same target more
than once per Astral Conjunction. Creatures not affected by Mind magic are immune to this effect. This Charm is a
touch-range ability. On touching a Target the Target becomes highly friendly to the Dryad or Satyr, but is not
under their command. This ability is Will based, and the call is “Magical Charm, Will <Level>”, with <Level> being
the caster’s Will. Only a single target may be charmed at a time. The charmed effect lasts until the next flux.
 They can cast Tree Teleport once a flux for free, at twice normal distance.
 Cannot wear armor.
 Can buy Hide up to 4.
 Can buy Regeneration up to 4.
 They get a free bonus Alchemy resist, on top of any Alchemy resists they would normally buy. This means a Dryad
or Satyr can have a total of 6 Alchemy resists if the player wishes to buy all 5.
 If an invoker, they may only worship a god with an elemental domain.
 Nature’s Guardian: Pick a natural location or item to defend. This must be approved by Plot, and tied into their
character’s background.
 Dryads and Satyrs can Read, Write, and Speak Wild Speech for free.
 Cannot take the Assassination Path.
Dendrytes (Nature’s Enforcers, Keepers)
Dendrytes are a race of tree and plant folk, charged with the protection and keeping of the forests and wilderness.
Sometimes they perform more destructive roles as Nature’s Enforcers, taking their guidance directly from the natural
world. As embodiments of trees and plants, their personalities often derive from the type of plant they mirror. These
nature spirits are more common in the mortal realm, though most come from either the Deep Forest or from Arcadia.
Costume and make up requirements: heavy costuming for a tree or plant person, may include body suits or heavy makeup. Possibly includes; branches, leaves, flowers, moss, or bark patterned costuming.
 Can buy Regeneration up to 5.
 First four levels of Carapace for free.
 Can buy Carapace up to level 10.
 Carapace recovers at the rate of 1 level in 15 minutes of non use, instead of the normal time.
 May Camouflage as the spell twice a flux for free.
 Can only be Natural casters.
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Once a day, they can perform the Tree Friend spell, using themselves as the target for the spell. The Dendryte is
unable to move for the duration of the spell. If they take a wound, the effect ends.
Get the Claws physical advantage for free.
May only use wooden Staff/Thrusting or Blunt weapons, and wooden shields.
Cannot buy Armor or Hide.
Any first aid skills require twice as many bandages when used on a Dendryte.
Dendrytes are immune to the Lethal effect, Meaning they ignore the carrier however they must resolve the rest of
the attack of effect as normal.
Once a flux they may activate an ability, Take Root. They call, “Take Root”. Until they call “Unroot” they cannot be
moved or knocked to the ground by anything short of a Plot effect and should call, “Rooted.” While this ability is
active they may not move their feet.
Dendrytes can Read, Write, and Speak Wild Speech for free.
Race Modification Kits
Some races can take one of the following Racial Modification Kits, which stack on top of any normal Racial Abilities.
The Touched
Many who are Touched by a God consider it to be a blessing, but just as many consider it a curse. Either way, the deity has
taken a close interest in the character’s life. It is believed that Gods have plans for their Touched.
No costume requirements.
The following Races can be Touched: Dark Fae, Dryads and Satyrs, Dendrytes, Minotaturs, Glyches, Elves, Humans, Orcs,
Ogres, Trolls, Korgahn and Shades.
Background must include an in-depth story on what God or higher power touched their character’s lives and why the
character is important to the God.
 Cannot buy Regeneration
 Cannot buy Resilience, and spells that affect Resilience or clotting have no effect.
 Cannot be resurrected through magical rituals or miracles of Faith.
 Can only be brought back to life through a resuscitate spell, revived through first-aid, or divine intervention.
 Receive one disadvantage and advantage, assigned by Plot that they do not receive or pay the points for. The
disadvantage cannot be bought off with character points.
 At character creation, they must choose a weapon type. They automatically do base weapon damage, and get the
first level weapon maneuver for free. Any other type of weapon damage other than their chosen weapon type
costs double character points to increase.
 Get 1 free Righteousness per day that will stack with bought righteousness.
 Get first level of Magic Resist, Alchemy Resist, Disease Resistance, or Poison Resistance of their choice for free.
 Pick one pool (Faith, Endurance, or Mana), and regenerate that pool at one and a half times the normal rate
whenever they would normally regenerate that pool. However, this does not increase instant effects such as
scrolls, potions and spells.
The Shifted
A shifted is a normal race infused with magical essence, or a hybrid of a planar creature or elemental and a normal race.
Shifted of the following Planes exist: Fire, Water, Air, Earth, Life, Death, Chaos, Order, Dream, Nightmare, The Garden, and
The Pit.
Costume and make up requirements: Heavy costuming requirements based on what element or creature on top of
whatever their base race costume requirements are.
The Following races can be shifted: Human, Elf, Ogre, Korgahn, Orc, Troll, Satyr, Glych, or Minotaur.
 Can buy Regeneration up to level 3
 Their bleed out timer is doubled
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The Banish spell acts as a Rend spell on them
During character creation, the player must pick one of the 8 primary planes to be from and what manner of
creature hybrid they are. They may also be from the Dream or Nightmare Realms, or from the Pit or the Garden
and Plot will select the element they channel.
They get a GM special that they have to work out with Plot and has to fit their character and part of what type of
planar creature they are.
Whatever plane they are from, they get one special resistance, per flux this resist may once be used on spells that
are from same plane of magic that they are from.
Planar Strike: Shifted gain the ability to channel the energy from their plane and use it to strike out. Once per
Astral Conjunction, Shifted may Add the carrier of their school to all their weapon damage for 15 minutes.
Shifted may not resist spells from their opposite magic plane which are listed below. Shifted also do not gain
positive effect of spells from that school cast on them as incants.
o Fire-Water
o Earth-Air
o Life-Death
o Order-Chaos
The Changed
Changed is actually a term used to cover a huge number of races, which are a hybrid between an animal and another race.
These races retain their humanoid form, but share characteristics of both races.
The following races can be Changed: Human, Elf, Orc, Ogre, Korgahn, Dryads, Fae, Dark Fae, Glyches
 Heavy costuming required for “animal” type
 Will costs 2 extra points per level.
 Depending on type of changed, may buy Regeneration level 2-4.
 Get first level of all resistances for free (Disease, Poison, Alchemy, Magic)
 Get a GM Special for free.
 All physical advantages bought at character creation cost half, except for Hide.
 Cannot buy Political Title at character creation. It must be earned in game.
 All changed start with either level 2 hide or level 4 carapace depending on the type of change the character is
playing. This may be able to be bought up depending type of changed.
 Research and Lore skills cost them double character points to buy.
 Most changed have extra abilities representing their animal powers. If the character wishes additional abilities,
such as a web ability for a spider changed, they should work it out with Plot and buy GM Special Advantages to
represent the ability. The points cost of these extra abilities of varies and is based on the creature type and the
costuming the player provides for their changed.
 All Changed gain a special skill called “Scrounging”. This is a production-based skill. A Changed may spend as much
of their production in Scrounging in-between games as they wish. Scrounging represents that most changed are
able to use their animal half to help them find things. The items are that found with Scrounging are given at
random, and sometimes may result in worthless items being found. The more production spent on Scrounging
between games, the greater the chance of more valuable loot being found.
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A d v a n ta g e s a n d D i s a d v a n ta g e s
Advantages are traits bought to round out a character’s personality or to help better define and explain a physical aptitude
or ability a character possesses. Advantages may never be bought or improved after character creation, but may be
awarded by Plot.
Disadvantages points add to a character's build total.
Advantage points cost points as normal
Physical advantages cost normal character points but are only limited by race, and the racial mod kits. The reasons they are
including in advantages section is because you can only buy them at character creation. The exception is hide, which only
requires a character to buy one level at creation in order to put more points into it later on. The limits described below do
not include points spent into Physical advantages.
Characters can only take a total 20 extra points in disadvantages, the first 10 points of these may be spent anywhere, any
other points taken in disadvantages after the first 10 must be spent into advantages. Points after the first 10 that are NOT
spent in advantages at character creation are wasted.
Characters can spend 10 points into advantages; a character can choose to spend up to another 10 points into advantages
for a max total of 20. However these additional points (11-20) must be points that were gained from taking disadvantages.
Examples:
1) You buy a 12 point disadvantage and a 3 points one for a total gain of 15 points, 10 of these get to be added to the
starting character points and may be spent where ever you like. The extra 5 may only be spent into advantages, if not they
are wasted.
2) You buy a 12 point advantage and a 2 point advantage for a total of 14 points spent into advantages. only 4 of these
points MUST be bought by gaining at least 4 points with disadvantages
3) You buy an even amount of disadvantages and advantages, such as gaining 20 from disadvantages and then spending it
all on advantages it all evens out. You still have your normal starting 90 to spend where ever you'd like.
Advantages
Cost: 5
Apothecary
Advantage
A character with this advantage is considered to be an exceptionally efficient healer, and receives fifteen bandages per level
in the First Aid skill, rather than ten.
Cost: 5
Brawny
Advantage
Characters that are brawny are stronger than normal characters, granting them access to a unique maneuver, Rip-Free.
Characters that are brawny cannot take the “feeble” disadvantage.
Rip-Free
General Maneuver
Level: “Brawny” advantage only.
Endurance: 2
Call: I rip free one…I rip free ten
The character has great strength and can rip free of mundane metal shackles, rope bonds, or webs. The character
expends Endurance, then calls “I rip free one, I rip free two…” all the way to “I rip free ten!” Once the count
reaches 10, the character has ripped free from the web or bonds. The character may also rip others free of such
bonds without the use of a weapon or tools through use of this maneuver.
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Cost: 5
Centered
Advantage
A centered character regains Will back at a rate of one temporary Will point per half hour, rather than every hour.
Characters that are centered cannot purchase the disadvantage “weak willed”.
Cost: 13
Chosen
Advantage
A character that has been chosen by their deity is blessed with an additional Faith gift at each level, at no cost. The extra gift
is bestowed once the other three have been purchased. This gift is chosen for the character by Plot.
Cost: 12
Combat Veteran
Advantage
The character has been trained in the general use of all martial weaponry, gaining the ability to use any weapon type for
base damage. If the character wishes to upgrade the swung damage of a particular weapon type, they must still buy the
first two levels of weapon damage in order to buy any higher levels.
Cost: 3
Cunning
Advantage
The cunning character can resist 1 Detect Lies, Confess, or truth spell / invocation per day. This resistance is not detectable
by the mage or invoker. Characters that are cunning cannot buy the disadvantage “complete honesty”.
Cost: 2
Empathy
Advantage
Characters with empathy can instantly sense the emotions of any living creature they touch. (Remember to touch with a
hand-to-hand baton, or ask out of game first. MAKE SURE it is O.K. before you touch ANYONE!) On touching a target, the
character announces “Empathy”, and the target must relay his or her immediate emotional state to the character with
Empathy. This spell can be dangerous to use on certain creatures, i.e. elementals, undead, etc. This spell cannot determine
if a target is lying.
Cost: 10
Enlightened
Advantage
An enlightened character has a deeper connection to their deity than other invokers, and has a Faith Pool of 20 per invoker
rank.
Cost: 2, 5, or 8
Favor
Advantage
This favor is similar to a background. Someone owes the character a favor. Who the person is and why they owe the
character must be explained in their background and approved by Plot. People who owe the character favors generally will
not put themselves in physical harm, but can be persuaded to break the law for the character. The more a character wishes
a person to do a favor that is grossly against that person’s moral code, the less likely the person is to perform the task well.
Favors are good for one use.
Minor Favor – They will use their influence to help you in a situation.
Major Favor - Character may send you some gold, or show up in person to help you.
Life Debt – They will greatly aid you in some way.
Cost: 8
Focused
The Focused character regains three (3) Mana each four (4) minutes of Trance.
Advantage
Cost: 2
Friend
Advantage
This advantage changes one of a character’s background “contacts” into a “friend”. Just like the background “contacts”, this
advantage must be explained in the character’s background and must be approved by Plot. Friends will go to much greater
lengths to aid the character, including putting themselves in danger, especially if the friend agrees with the character’s
actions. The friend’s stats and actions are completely up to Plot and/or the NPC playing the character. Just like the
background, “contacts” a character’s relationship with their friend can change depending on the actions of the character.
Cost: 3
Good Memory
Advantage
The character has a better than average ability to retain information. The player may carry a notebook, with which they
may record notes regarding in-game information. This notebook is considered to be “out of game” and cannot be removed
from the player character. The player may refer to this notebook at any time during game. Writing in the notebook is
considered to be the act of committing the information to memory. Once anything has been committed to memory, it
cannot be altered or erased.
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Cost: 4
Hardened
Advantage
The hardened character does not fall unconscious when he or she receives three limb wounds or a torso wound. Upon
taking these wounds, the character falls to the ground just like anyone else, but is conscious and can call out. The injuries
prevent the character from performing any action other than talking or crawling. Upon receiving another wound, the
character will fall unconscious from wounds (See the section on Wounds.)
Cost: 5
Hearty
Advantage
Characters that are hearty gain a special level of fortitude that they may use once per day. The character may choose when
to use this ability, unlike fortitude. When using this advantage, the character must call “Hearty!” in response to the attack.
Cost: 3
Heightened Senses – Hearing
Advantage
Allows a character to listen to conversations up to thirty feet away. This skill is not “always on”. The player must activate
this ability. While using this ability, the character cannot use any in-game skills, as the focus required to use it is great. The
player may approach any characters within range and listen to whatever is being said. The player is considered out of game
while listening, but must mark where their character is standing with a packet, chalk mark, etc.... If a character with this
advantage misses a part of the conversation due to distraction or outside noise, they may not ask the targets to repeat
themselves.
Cost: 3
Heightened Senses – Sight
Advantage
This advantage allows a player to ask, “What do I see?” and be answered honestly by anyone in clear line of sight. This
advantage is most handy during nighttime, and can be used if you see something, but cannot tell who or what it is.
Cost: 3
Heightened Senses – Smell
Advantage
A character with this advantage has the ability to detect sneaking creatures within thirty feet, and may be of benefit while
tracking. A GM is required for the use of this advantage while tracking.
Cost: 3
Heightened Senses – Taste
Advantage
This advantage allows a character to identify magical potions and alchemical tonics with only the smallest taste. A character
with this advantage may ask a GM if a plate of food or a drink is poisoned/diseased without taking any harmful effect.
Cost: 6, 6
Hyper Immune System Poison / Disease
Advantage
A character with this advantage has an enhanced resistance to either poison or disease. The resistance is raised by one
level. Only a character with Hyper Immune System may have a resistance level 10. When buying this advantage, the
character must choose which resistance is enhanced, or may apply it to both at double cost. A character that takes this
advantage cannot buy the weakness disadvantage for any resistance affected by this advantage.
Cost: 12
Industrious
Advantage
A character with this advantage has double the amount of production to spend during downtime than their level in
productivity would allow.
Cost: 3
Influential
Advantage
A character with this advantage has a positive association with an eminent personage or cause. This association gives the
character one extra vote in official matters.
Cost: 12
Mystic Savant
Advantage
The character with the mystic savant advantage is no longer limited in their choice of spell schools. The character must still
choose a primary type (elemental or spiritual) and school (Fire, Earth, Life…), but may buy spells from any school after
achieving mastery in their primary school.
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Cost: 7
Nimble
Advantage
A nimble character expends less Endurance pool to perform athletics maneuvers. Nimble characters may not purchase the
disadvantage “inept”.
Balance - 1 Endurance
Writhe - 1 Endurance
Redirect - 3 Endurance
Evade - 6 Endurance
Cost: 3, 6
Pain Tolerance
3 points – Will loss due to successful torture is reduced to one point instead of two.
6 points – The character is immune to the Will-draining effect of torture.
Advantage
Cost: 10
Precise
Advantage
A character with this advantage is exceptionally deadly with one weapon type, which must be chosen upon acquisition of
this advantage. Once per Astral Conjunction, a precise character may use the “Precision” maneuver with the chosen
weapon type. This advantage may only be bought once.
Precision
Weapon Maneuver
Level: N/A
Endurance: 2
Call: <Damage> Lethal
A character may use this maneuver to add the “Lethal” carrier to a weapon strike. This maneuver may only be used
with the weapon type chosen with the “Precise” advantage.
Cost: 5
Privileged
Advantage
This allows the character to buy up to the second rank of any one of the three title paths during character creation. The
character must still pay the point cost of the second level. A character must have a legitimate reason to carry this title
written into their background, and be approved by Plot.
Cost: 8
Sneaky
Advantage
Characters with this advantage are quicker and more subtle than most, and may take double the number of steps that their
level in the sneaking ability will allow. The character must still take these steps in the duration allowed by their sneaking
level.
Cost: 2
Spiritual Awareness
Advantage
A character with spiritual awareness can sense a ghost, spirit or other incorporeal entity whenever one passes within 15
feet of them. The character is only informed of the entities’ presence, but will be unable to see, locate, or otherwise
communicate with the entity.
Cost: 5
Stash Spot
Advantage
The character with this advantage has a secure space in which to store a limited amount of items, as determined by Plot.
This space is only accessible to the character, but only during downtime. Unfortunately, the stash spot is not entirely stable,
and there is a chance that items may go missing. Items lost in this fashion are somewhere in the game, and may be
retrieved if found.
Cost: 3
Telepathy
Advantage
Once every flux, the character can concentrate for one minute to send a message to a character of their choice, as long as
they know the characters name. The message must be short, no longer than 30 words. The message is given to a referee
who will deliver the message within 30 minutes.
Cost: 14
True Mage
Advantage
A character with this advantage has undertaken a path of rigorous study, which allows them to master the art of magic
completely. However, progression is slow, and reaching mastery will take a long time. The character’s caster type is True
Mage, rather than a defined type. As a result, the character buys all prerequisite spell casting skills and spells at the primary
type cost. However, the character may not advance to the next level in any school until they have learned at least one of
the spells in every school of magic for the level before it. At levels 1-6, this includes at least two universal spells as well.
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Cost: Varies (1-10)
GM Special
Advantage
This is a unique advantage of some kind that you believe your character would have that is not covered in our system. GM
specials must be approved by Plot and submitted before game, not at game. This is a very open ended way for people to
personalize their characters.
Approved examples of GM specials: Joe the Orc bartender has the unique ability to guess any person he meets’ favorite
drink. Mike the elf is a ninja that has been trained to fight blindfolded and is immune to blind. Denied examples of GM
specials: My character is trained by the super ninjas of the Rako Clan so I can do +3 damage with a weapon.
Physical Advantages
Physical Advantages can only be taken if a race explicitly allows them, by Changed whose type makes sense with the
advantage (in general, they can only be taken if they make sense with the character’s race, kit and costume.)
All Physical Advantages must be appropriately costumed.
Cost: 4
Antenna
Physical Advantage
Characters with antennae can activate the light spell whenever they want, Phys-repped by a small LED or light-stick. They
can also sense sneaking, invisible, and camouflaged targets within 30 feet. They do not know the location or number of
hidden creatures, but they know something is in the area. If the antennae are removed, the character cannot use the light
until they are restored. Antenna can be torn out on a three second count, and any ability that fixes a removed limb will
restore removed antenna. The antenna must be exposed and not covered with a hood or shawl to function. Player can turn
their lights on and off at will.
Cost: 2 per level
Carapace
Physical Advantage
Characters with carapace have several layers of shell-like protection that will negate an attack, then break off. Carapace has
10 levels, each costing 2 points. This Advantage must be fully costumed every game, with the majority of the body covered
in thick insect-like carapace. (No covering 95% of your body in clothes and having just your hands and a little bit of face
made up, either!) Characters that buy insect carapace can NEVER wear armor. Carapace will negate one damage-dealing
attack per level of the advantage. For every half-hour of rest, your carapace regenerates one level.
Cost: 6
Claws
Physical Advantage
A character with claws has natural weaponry they can use to attack their foes. This is phys-repped by a pair of red hand-tohand batons. These claws increase the character’s hand-to-hand damage by one, and allow the character to block weapon
attacks without taking damage. Claws are immune to disarm effects, including great bash. However, if the claws are ever
cut off or destroyed through the use of a spell or maneuver, they must be re-grown through magic or reattached through
surgery.
Cost: 2
Fangs, Tusks
Characters with Fangs and tusks can perform a vicious hand-to-hand weapon maneuver called “Bite”.
Physical Advantage
Bite
Weapon Maneuver
Level: Must have “Fangs, Tusks” advantage. Endurance: 4
Call: Bite!
Type: Hand-to-Hand
The character expends Endurance and calls “Bite” while striking with a hand-to-hand baton. If the attack hits an
unarmored location, it causes a Savage Wound.
Cost: 5 per level
Fur Hide/ Scale Hide
Physical Advantage
Hide prevents damage of its level or less from causing a wound. This Advantage must be fully costumed every game, with
the majority of the body covered in thick scales or fur. (No covering 95% of your body in clothes and having 2 inches of fur
or scales on your hands or just a little bit of make-up around the eyes, either!). Hide is impervious to effects that would
lower or improve armor rating, but is vulnerable to certain maneuvers.
Cost: 4
Horns
Physical Advantage
Characters with horns can perform a vicious hand-to-hand maneuver called “Gore”. If the horns are torn out, Gore cannot
be used and the resulting pain causes the character’s spells and maneuvers to cost double until the horns are restored,
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regardless of any pain relieving spells. Horns can be torn out on a three second count, and any ability that fixes a removed
limb will restore removed horns. The horns on the character’s costume must be larger than 2 inches long.
Gore
Weapon Maneuver
Level: Must have “Horns” advantage.
Endurance: 6
Call: Gore, 2 Pierce
Type: Hand-to-hand
The character with Horns expends Endurance, strikes a target with a hand-to-hand baton and calls “Gore, 2
Pierce!” See the Pierce modifier for a description of the effect.
Cost: 2
Tail
Physical Advantage
Characters with the tail advantage gain access to the maneuver “Tail Swipe”. If a tail is somehow removed, the character
cannot use either of these maneuvers until the tail is replaced. A tail can be replaced through use of any effect that will
restore a limb. A character with a tail may use the balance maneuver against area of effect spells.
Tail Swipe
Weapon Maneuver
Level: Characters with Tail only
Endurance: 2
Call: Knockdown
The character has a tail that can be used to trip opponents. The character strikes an opponent’s leg with the handto-hand baton expends Endurance and calls “Knockdown!” The target instantly falls over, but can get up
immediately. If the tail swipe strikes any location other than a target’s leg, the maneuver fails and Endurance must
be used to tail swipe again.
Cost: 3
Wings
Physical Advantage
Characters with wings are capable of the Limited Flight maneuver. If the wings are torn off, the character cannot fly. Any
ability that fixes a removed limb will restore removed wings. Characters cannot dive-bomb at people with this ability.
Characters cannot land on the top of the roofs of structures. A character with this advantage cannot cover their wings, such
as with a cloak or jacket. Wings cannot be “tucked” or otherwise held closed.
Limited flight
General Maneuver
Level: Characters with Wings only
Endurance: 4
Call: I take flight one… I take flight three.
After performing the three-count, a character with this maneuver must point straight above their head to show
that they are in the air. During this time the character cannot be attacked, except by ranged attacks such as
arrows, packet spells, and vaporous Alchemy. The character may take up to 30 steps while flying, but all of the
steps must be taken within one minute after initiating the maneuver, at which point the character must land. If the
character is wounded while initiating this maneuver, or takes a wound while in flight, the maneuver ends, and the
character must land. If the character falls unconscious while in flight, they land immediately and begin bleeding
out. This maneuver cannot be performed indoors.
Disadvantages
Disadvantages are unique aspects of a character that make life in Ith more difficult. Characters do not “purchase”
disadvantages. Characters choose disadvantages and are awarded experience points to spend in other areas. Each
disadvantage has a point value that is awarded to a character when the disadvantage is chosen. A character cannot have
more than 10 points total awarded for choosing disadvantages, unless the extra points are spent only on advantages.
Characters can choose to have more than 10 points in disadvantages, but no points are awarded.
Value: -2,-5 or -8
Allergy
Disadvantage
At any level, exposure to the allergen requires the character to expend a temporary Will point every five minutes, or stay at
least thirty feet from the item in question. If this drops your Will to zero, you will run from the item. Extended exposure to
the item may have lasting effects, as determined by a GM.
 At level one, pool expenditures while in the presence of the item cost double.
 At level two, the character is unable to use any pools within thirty feet of the item, and all swung damage is
reduced by one. The Will drain while in the presence of the item is doubled.
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
At level three, the character is considered helpless while in the presence of the item, and the Will expenditure is
three points every five minutes. If the character is reduced to zero Will, they will fall unconscious until they
naturally regenerate a point of Will.
Value: -2, -4
Amnesia
Disadvantage
Your memory is damaged, and you cannot recall much, if any of your past.
 Level one is partial amnesia. Your character background has a few major holes, including the recent past.
 Level two is complete amnesia. Plot is essentially in charge of your background, which may include one or two
disadvantages for which you will not receive points.
Do not take this disadvantage lightly, as life may become very hard, very fast.
Value: -10
Brittle
The character has extremely brittle bones. Any damage that wounds a limb causes a Broken Limb.
Disadvantage
Value: -4
Bumbling
Disadvantage
The character is notoriously clumsy and cannot use any maneuvers, Alchemy, or arcane abilities. Talent skills are bought at
double cost.
Value: -4
Chronic Illness
Disadvantage
Character has an incurable, non-contagious disease. The type of disease and effects must be approved by Plot. In addition,
the character with a chronic illness cannot buy Poison Resistance.
Value: -2
Complete Honesty / Pathological Liar
Disadvantage
The character chooses whether or not to be a pathological liar, or completely honest. The pathological liar cannot tell the
truth when asked a question, unless forced to with magic or invocations. The completely honest character cannot tell a lie
or allow someone to be deceived while in his or her presence. Completely honest characters cannot purchase the
advantage “cunning.”
Value: -3
Cowardice
Disadvantage
The character will NEVER accept a personal challenge from anyone, and will always run from any 1 on 1 fight. The coward
will never adventure out of town limits alone. Players who take this will generally never opt to be alone, even if assured of
safety.
Value: -12
Dark Destiny
Disadvantage
The character is destined to suffer a terrible fate. The character will die in some horribly violent way within 12 months. The
character has some idea that this is true. Resurrection is unlikely and Plot may disallow player attempts to resurrect.
Value: -1, -3 or -5
Debt
Disadvantage
The character owes someone a favor. This favor may come up at any time, and if the character refuses, there will be
reciprocity. If the character complies, the Debt is paid. Favors are asked for at Plot’s discretion.
Minor Favor – The character will use their influences to help in a situation
Favor – The character may send some gold or show up in person to help
Life Debt – You owe your life to someone. This can be called upon at any time. You will go out of your way,
including throwing yourself in harm’s way to protect them.
Value: -4
Feeble
Disadvantage
The feeble character’s swung damage with any weapon is reduced by one, to a minimum of subdue. The feeble character
can also never wear armor heavier than leather. Feeble characters cannot purchase the “brawny” advantage.
Value: -5
Forgetful
Disadvantage
The character is extremely forgetful. At the beginning of every game day, the player must come to Plot to find out what
they have forgotten that day. All day, the character will be UNABLE to remember the forgotten subject no matter how
many times they are reminded of it. One day, the character might forget his or her spouse’s name, the next day, the
character may forget how to cast fireball. What is forgotten is completely up to Plot.
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Value: -5
Frail
Disadvantage
The character cannot handle damage and pain as well as others. The character falls unconscious after taking 1 torso wound,
or 2 limb wounds (instead of 3). The frail character can never buy Fortitude.
Value: -2
Friend
Disadvantage
This disadvantage works just like the advantage of the same name, however the friend in question is a rather dark figure.
This friend is not well liked by very many people, and has more than just a few enemies. Your association with this person
does have benefits, but may bring dire consequences at some point.
Value: -6
Hemophilia
Disadvantage
The character bleeds profusely from the smallest of injuries. The character can NEVER buy resilience or regeneration. Any
limb wound the character receives will cause the character to bleed to death in 15 minutes. If the character receives a torso
or 3 limb wounds, he or she will Bleed-out in 150 seconds. No effect may increase the character’s resilience or
regeneration.
Value: -5, -10
Heretic
Disadvantage
You once belonged to a specific Faith, and you left the church on bad terms. Censure, excommunication, or an impending
execution was your punishment. For 5 points, the followers of one deity will go out of their way to make life difficult for
you, as appropriate to the specific Faith. For 10 points, you gain the attention of both the followers AND their god. Don't
expect life to be easy.
Value: -2
Honor-Bound
Disadvantage
This character is restricted by the rules of honorable combat. They may never strike a foe in the back, will not fight an
unarmed foe, and will look poorly on those who do. Spells count as a weapon for both the character and their foe. If the
character belongs to any organization or group, they will follow those orders without question.
Value: -2, -4
Hothead
Disadvantage
There are two levels to the Hothead disadvantage.
Level 1: Your temper frequently gets away from you, and you have buttons that can be pushed which will send you into a
rage. You may not lose control of your temper, but it bubbles close to the surface.
Level 2: You are very quick to anger, provoke easily and have trouble controlling your temper. You will respond to verbal
attacks with overt threats, and will escalate to physical violence after a second provocation. You may warn the offending
party after the first insult, but must attack them if they persist. If attacked physically, you will immediately respond in kind.
Players with this disadvantage may not take the pacifist disadvantage.
Value: -4, -8 or -12
Hunted
Disadvantage
The character is actively being hunted. The person or group hunting a character must be approved by Plot. Hunting comes
in three levels of severity, which typically determine the power and/or number of individuals hunting the character.
Value: -1
Impoverished
Disadvantage
The character cannot start game with any money, or any holdings other than the clothes on their back. In addition, the
character cannot spend production on his or her first game.
Value: -3
Inefficient
Disadvantage
You are either lazy or counterproductive, and you only generate half the production a normal character would during
downtime. This affects all productivity levels purchased.
Value: -8
Inert
Disadvantage
The character cannot cast spells, cannot buy Mysticism, and cannot use magic items, potions, or scrolls. The character can
still use a magic sword, or block with a magic shield, but cannot use the magic in the item. Enchantment spells will still work
on an inert character.
Value: -3
Mark of Shame
Disadvantage
The character bears a physical mark of social stigma, usually given as part of punishment for a heinous crime. The character
loses the right to vote in any official matter, and cannot hold title. Attempting to remove or hide the mark is punishable by
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law, depending on the lengths taken to do so. A character bearing this mark will be put to death if caught violating this ban.
(Unlike other disadvantages, this one can never be bought off!)
Value: -4
Narcolepsy
Disadvantage
You lose consciousness suddenly, and often at inopportune times. At any point in game, a GM may tell you that you fall
asleep. You fall asleep for 10 minutes, and nothing short of a wound will rouse you.
Value: -5
Nervous
Disadvantage
The character is nervous and shaky. The character’s casting time for all invocations and spells are doubled, and the time it
takes the character to perform any talents are doubled. Weapon maneuvers cost an additional Endurance point for the
character to perform.
Value: -1, -3
Night Blindness
Disadvantage
The first level of this disadvantage prevents a character from running at night, unless the character is holding a light source.
The second level of this disadvantage requires a character to walk at half speed (one step every other second) if without a
light source, and may only walk at a normal speed if carrying a light source. Characters with this disadvantage cannot take
the Heightened Sense: Sight advantage.
Value: -2
Nightmares
Disadvantage
The character has vivid nightmares that can sometimes affect the character during their waking hours. The worst part is
that sometimes the nasty nightmares come true. When the character wakes, he or she should come to Plot to find out if
that night’s rest counted as rest for regaining pools. Plot may notify you during that night to come to us before you go to
bed that we need to talk to you about your nightmare that night.
Value: -4
Offensive
Disadvantage
The character’s presence instigates violence from a certain type of monster or creature. For some reason, this type of
monster will go out of its way to harm this character as soon as the monster is aware of the character’s presence. The type
of monster that finds the character offensive must be approved by Plot. Undead is not an applicable choice.
Value: -4, -8, -12
Outlaw
Disadvantage
The character has run afoul of the law and is wanted for a serious crime by authorities who are actively seeking them. If
caught and brought to justice, you risk a death sentence. The level of this disadvantage defines the power of the legal
authorities seeking to bring them to justice. Level 1: Small town or community. Level 2: A Talarian City or a Foreign Nation.
Level 3: The Talarian National authorities.
Value: -4, -8
Pacifist
Disadvantage
The character will never use any ability that causes death to another living creature, even if cornered and attacked. At 4
points the character always looks for a peaceful way to end situations, however if cornered they will defend themselves.
The character may escape or incapacitate the attacker, but will NEVER injure another unless controlled by spells or
invocations. The character can use subdue damage to incapacitate attackers. At 8 points, the character may no longer do
damage to any living creature, even in defense of their own or others' lives.
Value: -3, -6, -9
Mild, Moderate, or Severe Phobia
Disadvantage
The character has an intense and unreasonable fear towards a certain “Thing”. Closing your eyes or “actively disbelieving”
does not protect against the object of the phobia. The source of the phobia must be approved by Plot.
a. Mild Phobia: The character cannot engage the target of their phobia unless attacked by it. If you are attacked
by it you will retaliate with extreme force.
b. Moderate Phobia: On sight you will run away from the phobia.
c. Severe Phobia: If the character sees the source of the phobia, the character will fall into a whimpering,
catatonic-like state until it’s gone.
Value: -7
Possessed
Disadvantage
The character is possessed by some kind of malevolent spirit. Every now and then, the spirit will take control of the
character. During this state, the character has no awareness of the situation. The spirit can stay in control of the character
for various amounts of time. If the spirit forces the character to use any of the character’s in-game abilities like casting
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spells, using a weapon, maneuver or Alchemy, the trance breaks immediately after the ability was used and the character
regains consciousness and control. Plot decides when a spirit takes control, and what the spirit does or says while the
character is being controlled. This spirit does not want the character dead and will not try to get the character killed, but
that does not mean that a possessed character is not held responsible for the spirit’s actions.
Value: -1, -2, -3, -4
Regret
Disadvantage
The character with this disadvantage has performed some horrible deed for which they feel great remorse. The details are
typically personal, but the effect of your deed may have further repercussions than you know.
Value: -1, -2, -3
Superstitious
Disadvantage
The character adheres to strange superstitions, which may range from the innocuous to the inane. Your exact set of
superstitions must be worked out with Plot, the penalties for failing to adhere to them, and the point value of the
disadvantage.
Value: -5
The character can never buy Alchemy Resist.
Susceptible to Alchemy
Disadvantage
Value: -5
Susceptible to Magic
Disadvantage
The character can never buy Magic Resist. Will is still used to determine whether certain spells affect the character.
Value: -5
Useless limb
Disadvantage
The character has a malformed or irreparably damaged limb. The limb cannot be healed in any way. If the limb is a leg, the
character cannot run, and must limp. If the limb is an arm, it is too weak to be able to carry anything heavier than a plate of
food.
Value: -4
Weak Stomach
Disadvantage
Certain situations cause the character to have to spend a temporary Will point to keep from vomiting:
Whenever a person takes a wound within 10 feet of the character
Whenever the character witnesses someone being tortured
Whenever the character sees someone vomit
In addition, the character with a weak stomach cannot use Will to resist vomiting from a nausea toxin.
The character cannot use any of their skills for 10 seconds and must role-play rolling over with intense physical pain and
throwing up. After being affected by this disadvantage you cannot be affected again for one minute.
Value: -2
Weak-Willed
Disadvantage
A character with this disadvantage must spend double the temporary Will in order to resist any effect that requires an
expenditure to defend against it. In addition, the character will fail Will contests against attackers with the same Will as the
character. Weak-willed characters cannot purchase the advantage “centered.”
Value: -3
Weakness to a School of Magic
Disadvantage
The character cannot use Magic Resists to resist a particular school of magic. Resists granted by a spell will still benefit the
character. Life magic and Universal magic cannot be picked as a school of weakness.
Value: -4
Weakness to Poison
Disadvantage
The character’s metabolism reacts very badly to poison. If a poison affects the character, the time for the character to die
from the poison is cut in half or the poison’s effect is doubled. Example: Mike the elf has a Poison Resistance of 2, but is
weak to poison. Joe the Orc poisons Mike the elf with a deadly poison 3. Mike would normally have 5 minutes until he dies,
but because he is weak to poison, he dies in 2 minutes, 30 seconds. Characters with this disadvantage cannot buy the
advantage “hyper immune system: poison”.
Value: -6
Wimpy
Disadvantage
You are easy to push around, both mentally and physically. You cannot buy Will above level 2, or Toughness higher than
level 4.
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Value: Varies (-1…-10)
GM Special
Disadvantage
This is a unique and original disadvantage that the player comes up with for their character. It cannot mimic or enhance a
disadvantage already in our rules, and must be approved by Plot, who assigns the point value for the disadvantage.
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B a c k g r o u n ds
All characters at creation are required to have a story background. These “background skills” represent the aspects in a
character’s background that affect his or her life in our game. A character does not have to purchase backgrounds, but if he
or she opts to, the purchased backgrounds must have storyline as to how they fit in with the life of the character. All
backgrounds MUST be approved by Plot. Backgrounds change as characters do. Most backgrounds can be altered by the
character’s actions in-game. Backgrounds can only be purchased at CHARACTER CREATION. Backgrounds can only be
earned AFTER the character creation process by Plot’s decree. Backgrounds are controlled exclusively by Plot.
Affiliation
Background
This background is the explanation of which guilds or groups the character is associated. These can range from bandit
groups, churches, guilds, governmental agencies, town guard, military, etc. Each affiliation must be in the character’s
written background and also must be approved by Plot. A character’s affiliations may sometimes send a representative to
visit the character to deliver news, information, jobs and/or assignments for the character. Affiliations cost 2 points per
affiliation.
Reputation
Background
Reputation ranges from level 1-5 and determines the level of reputation, of a certain type, a character has. Reputations
must be approved by Plot. Example: Mike the Elf has a reputation in bounty hunting. Some bounty hunters might come
into town and have some information and/or jobs for Mike. On the other hand, Joe, the Orc, who has a bounty on his head,
just might not like Mike the Elf so much. Reputation is how most people know of a character’s skill in their trade. The
character must have written in their background how he or she gained this reputation. The character’s reputation is
subject to change, at Plot’s discretion, depending on the character’s actions in game. Reputation costs 2, 4, 6, 8, 10 pts per
levels 1 through 5.
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
The Reputation is known throughout the town.
The Reputation is known throughout this and any neighboring towns.
The Reputation is known throughout the Duchy.
The Reputation is known throughout the land ruled by the council.
The Reputation is known throughout multiple kingdoms throughout the World.
Contacts
Background
Contacts are people in various walks of life that the character knows. These contacts know and are generally in good
standing with the character. Like the affiliation skill, the contact may either visit his or her self or send a messenger with
news, information, jobs and/or assignments. Likewise, a character may send a message (via whispering wind or otherwise)
to attempt to attain information. Generally contacts do not put themselves in danger to aid a character. Each contact must
be explained in the character’s background and approved by Plot. Each contact costs 2 points. Players must understand
that once these contacts have been designed, they belong completely to Plot to use in any way.
GM Special
Background
For characters with unusual backgrounds, this represents some facet of your character not covered by our existing
backgrounds system. You may propose a special background of some sort that must be approved by Plot, who will assign a
cost.
Wealth
Background
Wealth is how much starting cash the character starts game with. Wealth costs 3 points per level, except for level zero,
which is automatic. The character only gets this cash one time at character creation and an explanation of why the
character would have this money is required in their background. Please note that creating new characters and
“harvesting” their Wealth will be severely frowned upon by Plot.
Base: 3 silver
Level 1: 10 silver
Level 2: 15 silver
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Level 3: 20 silver
Level 4: 25 silver
Level 5: 30 silver
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T i t le s
The three kinds of titles are judicial, political, and military. Each carries different influences and power. There are five ranks
in each category, but the fourth rank is the highest that any player can attain.
No player may start the game higher than rank one in any of the categories of titles unless it has been approved by Plot,
though the advantage Privileged allows a character to start with a level 2 title.
Player who wish to start with a title must work it into their background and have it approved by Plot. Titles are unique in
that they require work and heavy role play to maintain. If a player fails to maintain their title by meeting its in-game
requirements, it may be stripped or its rank reduced, and the points that were spent are lost (though the player can
endeavor to win back the title, and won’t have to re-spend the points.)
Note that if you are granted Title in game, you must spend the points cost of the title to enjoy its benefits and gain
recognition for your efforts. For example, if you are made Deputy, you cannot draw a salary until you spend the
appropriate character points.
Titles are generally specific to the Republic of Talar (the game’s setting).
Judicial Titles
Judicial Titles are given to employees of the government. They act as peace keepers and law enforcers of the land. Each
rank, if earned, is a job that must be acted out in game.
1: Warden or Courier
Wardens are guardsmen or militia for a given area, and answer to deputies. Couriers have the authority to handle and
deliver legal documents, and can bear witness to such as a notary. Couriers answer to barristers, and are often the bearers
of their documents.
2: Deputy or Bounty Hunter
A Deputy answers to Sheriffs, and may be given command over a number of Wardens. Deputies can make arrests, with the
assistance of Wardens. Bounty Hunters are licensed and recognized by the higher-ranking members of the judicial
hierarchy to pursue legally posted bounties, and to assist local law enforcement in the apprehension of said criminals. To
collect their bounties, they must turn the criminal in to the established law of the area.
3: Sheriff or Barrister
A sheriff answers to the Marshal of a given area, and may be given command over a number of deputies. A sheriff handles
all local matters concerning law enforcement in a given town. A Marshal may override the rulings of a sheriff, but that is
very rare, as a sheriff is given much leeway in his manner of enforcement. Barristers represent criminals, to plead their
cases before the courts of law. Barristers have the authority to draft contracts, deeds and such, with legal witnesses. They
are typically given a number of couriers as assistants, to witness and deliver the documents that they draft. Barristers may
appeal to judges to have a bounty be placed on a suspected criminal, subject to the judge’s approval of the argument. Both
the Sheriff and Barrister receive two votes in any matter, due to their standing in society.
4: Marshal or Judge
Marshals answer only to the Judicar of a given area, and may be given command of a number of sheriffs to oversee law in
their district. Marshals have the authority to overturn a sheriff’s decisions, and oversee a large area, often encompassing
several towns. Only a Marshal can summon a Judicar to deal with a problem in his district. Judges are answerable to the
Magistrate of his area. They preside over the trials of criminals, and based on the evidence set before them, give sentence.
The only sentence a judge is forbidden from issuing is punishment by death. They must petition a Magistrate to preside
over a death sentence. Judges are responsible for issuing bounties on criminals, and other than a Magistrate, are the only
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ones that can repeal bounties. They are also responsible for issuing licenses to Bounty Hunters. Both the Marshal and
Judge are given three votes each in any matter, due to the respect their positions hold.
5: Judicar or Magistrate
A Judicar is the final say in law enforcement. He has authority over any Marshal, and all those in their command. Their
attention is called only in the most dire or extreme of circumstances, but they have been known to take personal interest in
even the most minor of cases. When a criminal has been sentenced with execution for his crimes, the Judicar is called to
enact this punishment. Magistrates are the arbiters of law throughout the land. They may override decisions made by
judges and all those beneath them. They are also responsible for enacting new laws, and approving documents drafted by
barristers.
Political Titles
There are five major houses which occupy 5 of the 8 seats on the Council which rules the land, and there are numerous
other noble houses of varying political power.
On creation of a character with title you can write up and submit a noble house to be a part of. If you need help with this
simply ask ahead of time. If you wish to join a house already in game, email us and we can send you a list of houses already
in play, both plot-created and player-created.
Alternatively, the Republic recognizes bodies of leadership from other factions. The Fae court rules over the realms of the
Fae; Nature and forest folks have their own hierarchies; the nature and forest folk have their own politics; the Korghan
Kingdoms exist inside Talar but aren’t actually a part of the Republic; north of Talar lie the Elven lands and to the south are
found the nation of the Orcs. Playing a noble from any of these governments is acceptable. You might have a different title
in your lands, but Talar would translate it into their own equivalent. In essence, the Talar government recognizes your
government's power, and awards you a honors in Talar of relatively equivalent political power.
Lastly a character can choose to be an emissary or ambassador from a far off land or maybe one of the magical planes or
realms if it fits into your character background.
1: Gentry
One under this classification is considered to be in the service of a particular lord or lady, oftentimes as a member of their
entourage. Anytime a vote is taken on any matter, you get two votes due to your good standing in society. Being a
member of the gentry gives you a monthly stipend of one silver coin.
2: Lord or Lady
Lords and Ladies are subordinate to Barons and Baronesses, and are considered the lesser nobility due to their recent
establishment in a noble house. Their rank and responsibility allow them three (3) silver coins a month. Having greater pull
in society allows them four votes in any matter. Lords and Ladies may raise willing souls from the common ranks into the
seats of the gentry in exchange for service. Once a player earns the title of Lord or Lady, and all titles following it, they may
no longer spend production in the “profession” background due to their obligations to the House.
You may wear a Plain Circlet commonly, and your house colors at court.
3: Baron or Baroness
Barons and Baronesses swear fealty to Counts and Countesses, and are considered the intermediate level of nobility. Their
various holdings and investments net them eight (8) silver per month. The respect and loyalty they command allow them
six votes in any matter. They are often the head of a coterie of Lords and Ladies that serve the Counts and Countesses and
their interests. Their powers also include the right to raise Lords and Ladies from the gentry to serve in their coterie, and
likewise the right to demote those in their service to the least rank, and houseless.
You may wear a gemmed circlet.
4: Count or Countess
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The highest form of nobility before those of royal blood, Counts and Countesses are vassals to a Duke or Duchess, in
exchange for their House to be recognized as noble. It bears saying, then, that if one were to fall out of favor with those in
power and be removed from this rank, that their house would be disbanded. A Count or Countess enjoys the service of
several coteries headed by their Barons and Baronesses, and all those that swear fealty unto them. This power and
immense respect gives them the authority equal to eight common born in any matter put to vote. Their wide range of
assets nets them a tidy sum of fifteen (15) silver per month. Counts and Countesses enjoy the right to elevate those of the
lower nobility to Baron or Baroness to head a coterie in their service.
You may wear a crown with a single gem. You may wear personal heraldry on top of house colors at court.
5: Duke or Duchess
Those of Royal blood, Dukes and Duchesses answer only to their own hierarchy. They may elevate those who prove
themselves by leading a coterie with impressive results. They are responsible for the creation and disbanding of noble
Houses, by bestowing and removing the coveted title of Count or Countess. They are also the only in power who may
excise gentry from public record. If a Duke or Duchess deigns to bestow their opinion upon the masses, their vote is that
often. The wealth at the fingertips of a Duke or Duchess may almost be beyond counting, but you can be sure they have a
few gentry working on it.
You may wear a jeweled crown.
Militant Order Titles
These Deal with Independent Military Groups. Each one being charged with some task or mission by the ruling body. Such
as the famous Red Dragon Company is responsible for insuring the Safety of the ruling body of the land and act as their
enforcers. To join one, one must prove their self.
1: Man-At-Arms
A man-at-arms is a basic soldier serving their Military Order. Repairing broken or damaged gear comes without charge, but
replacing destroyed gear will require cost for materials suitable for replacement, but no cost for labor. Men-at-arms are
often deployed during military actions, or to guard important military assets, sometimes they act as scouts or to keep a
watch full eye for their order over an area. They are not law enforcers, but may butt heads with Wardens and such on
matters that deal with their Order.
You should wear your order’s colors.
2: Squire
Squires have Earned Right to have a Knight Trainer, who will test the Squire and groom him into a full member of the order,
if he passes all the tests. Squires often act as an intermediary between the Knights and the front lines. Squires are
commonly placed to watch over and help Men-at-Arms of their order and can be assigned to assist local law enforcement in
times of unrest or matters that deal with their Order. Squires are considered to be the military deputies, often charged
with maintaining order among the Men-at-Arms.
You may wear your order’s insignia or badge.
3: Knight
Knights are considered with Great respect, for they have earned the right to Be a full Representative of their order, and due
to their standing, have two votes in any matter. Knights, and all ranked above it, are the only ones who can be referred to
as “Sir” or “Dame”. They are responsible for choosing from among the Men-at-Arms who is worthy to serve as a Squire. A
Knight can have from one to three squires appointed to them to train and test. Also a number of Men-at-Arms to who will
report and be under the command of the Knight. A Knight has access to a trainer for any one fighter path to which he sets
as his goal. Knights are seen as the primary enforcement of law for the Order.
You may emblazon your order’s colors with your own. You may wear a silver chain necklace.
4: Champion
Champions are impressive warriors who have served their order for years. Each Order has few have earned the title of
Champion. Champions have access to trainers in anything that their Order will teach. A Champion can be assigned Knights,
with accompanying retinues of Squires and Men-at-Arms. A Champion is often given much of what he requests from the
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quartermasters of his Order. In terms of superior equipment and disposable supplies, such as unstable potions and scrolls.
Champions, in their pursuit of glory in the Goals of their Order, have the equivalent of three votes in any matter to which
they put forth their opinion. Only champions may choose from the ranks of the Squires those who are worthy of
Knighthood. Champions are more respected or feared more than Knights even by political, and Judicial.
You may wear the gold chain of a champion.
5: Commander
Commanders are the supreme authority in their military Order. They answer to none save whom they owe their allegiance.
They direct their Champions’ military movements to achieve their objectives, and may appoint new Champions from the
ranks of Knighthood. They are the true Owners of the equipment available to their armies, and thus have a formidable
arsenal at their fingertips.
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C h a r a c t e r A t tr i b u t e s
All Players characters in our game have a metabolism. Physical Attributes are a set of passive skills that determine a
character’s physical condition and generally how long a character will live versus the antagonistic. All starting characters
automatically start game with all of the Physical Attribute skills at “Level Zero” unless purchased at creation or thereafter.
Toughness
Toughness is a simple defense that can absorb the first attack that strikes the character that might cause a wound. If the
character’s Toughness is equal to or higher than the incoming damage, then the wound is ignored and the player calls
“Toughness.” Otherwise, the Toughness is defeated and the wound must be resolved. Toughness recovers after 5 minutes
of no combat. Note that this does not work against effects that directly cause a wound without a damage number.
Fortitude
Pre-requisite: Toughness 10
Fortitude allows you to ignore the effects of normal or savage wounds. This is a smart defense.
For each fortitude the character possesses, they may sustain and ignore the debilitating effects of a single wound for 30
minutes. If unhealed, the wound’s debilitating effects begin at the end of 30 minutes.
Fortitude allows a character to sustain multiple wounds in a single location. Normally, a character struck twice in a location
suffers only a single wound. If, however, the character chooses to use their fortitude on the first strike, then the character
will have two wounds if struck again in that location. It is possible, therefore, to have up to five wounds in a single location.
Healing & Fortitude
Some effects heal one wound in each location. This has special implications for someone with fortitude who might have
several wounds in one location. The spell “Greater Heal” is one such ability.
Level 1:
Level 2:
Level 3:
Level 4:
Ignore the effects of 1 wound for 30 minutes.
Ignore the effects of up to 2 wounds, each for 30 minutes.
Ignore the effects of up to 3 wounds, each for 30 minutes.
Ignore the effects of up to 4 wounds, each for 30 minutes.
Resilience
Resilience ranges from 0-10 and determines how long a wounded character takes to die from bleeding out or whether the
character’s wounds seal naturally.
Level Chest Wound Bleed Out* Limb Wound Bleed Out
0
5 minutes
20 minutes
1
6 minutes
24 minutes
2
7 minutes
28 minutes
3
8 minutes
32 minutes
4
9 minutes
36 minutes
5
10 minutes
40 minutes
6
11 minutes
44 minutes
7
12 minutes
48 minutes
8
13 minutes
52 minutes
9
14 minutes
56 minutes
10
15 minutes
60 minutes
* NOTE: If the character has three or more limb wounds, use the Chest Wound Bleed Out timer.
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Clotting
Pre-requisite: Resilience 10
You cannot bleed to death from Normal Wounds. 15 minutes after suffering a Normal Wound, it will seal unaided. 30
minutes after suffering a Savage Wound, it will seal unaided.
Regeneration
Regeneration alters how long it takes for a wound to heal naturally. If a wound is opened or wounded again before it is
completely healed, the regeneration process starts over. Only a single wound regenerates at a time. Players with multiple
wounds may pick which wound will heal in whatever order they wish.
Regeneration does not mend broken bones, but it will heal the associated wound.
Regeneration level 0:
Regeneration level 1:
Regeneration level 2:
Regeneration level 3:
Regeneration level 4:
Regeneration level 5:
Wounds fully heal after 1 hour
Wounds fully heal after 20 minutes
Wounds fully heal after 15 minutes
Wounds fully heal after 10 minutes
Wounds fully heal after 5 minutes
Wounds fully heal after 1 minute
Disease Resistance
The Disease Resistance skill allows a character to resist diseases of their skill level or lower. It ranges from level 1 to 10.
This is a simple comparison… if your Disease Resistance is equal to or higher than the level of a Disease effect that strikes
you, call, “Immune,” and do not take the effect. Only a character with Hyper Immune System: Disease can have Disease
Resistance level 10.
Diseases
Diseases generally have specific effects, sometimes incubating for a long time before showing signs. Characters affected by
disease should seek out Plot for a description of the effects. The call is simply, “Disease <Level>.” It may be delivered by
whatever mechanism is defined by Plot for the Disease.
There are some guidelines for how Diseases might work in-game, but in all cases a player should check with Plot to be
certain.
 Magic Diseases may affect a character, regardless of racial immunities or Disease Resistance.
 Unless otherwise instructed by Plot, Diseases typically don’t last past the end of an Astral Conjunction, however
Magical Diseases might.
 Some Diseases might have an incubation period where their effects are delayed. This may be intentional, where
Plot tells you to wait, or unintentional if Plot is not around to tell you what’s wrong.
Poison Resistance
The Poison Resistance skill allows a character to resist poisons of a potency equal to their skill level or lower. It ranges from
level 1 to 10. This is a simple comparison… if your Poison Resistance is equal to or higher than the level of a Poison effect
that strikes you, call, “Immune,” and do not take the effect. Only a character with Hyper Immune System: Poison may have
Poison Resistance level 10.
Alchemy Resist
The Alchemy Resist skill allows a conscious character to resist one Alchemy effect per Astral Conjunction per level. It may
be purchased up to level 10. The call to indicate use of this skill is, “Resist.” This is a Smart Defense. Alchemy resists may
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not be used against alchemical effects that affect objects that you are holding or wearing, or against damage causing
Alchemy.
Magic Resist
The Magic Resist skill allows a conscious character to resist one magic effect per Astral Conjunction per level. It may be
purchased up to level 10. The call to indicate use of this skill is, “Resist.” This is a Smart Defense.
Stamina
Stamina defines a character’s maximum Endurance Pool. Endurance Pool is expended in order to execute Maneuvers.
Every level of Stamina grants the character 5 Endurance Pool, 6 for Orcs. Endurance Pool regenerates at the rate of 5
Endurance Pool (6 for Orcs) for every thirty (30) minutes of rest. Note: Endurance Pool is alternately just called
“Endurance.”
Counter
General Maneuver
Level: Special
Endurance: As maneuver to be countered
Call: Counter
If you have the ability and means to perform a maneuver, you can counter that maneuver’s carrier effect if it is used against
you. You must be wielding a weapon of the same type, and be able to perform the maneuver in order to counter. Spend
the Endurance cost for one use of the appropriate maneuver and call, “Counter”. The effect of the maneuver is negated,
but any damage delivered by the attack must be resolved as normal, unless countering the maneuver would negate the
shot entirely (i.e. countering Called Shot). If a maneuver has a limitation on how often it may be used, countering it will
count as having used the maneuver. For example: Joe the Orc hits Marcus the Troll in the torso with an axe for “4 Chop!”
Unbeknownst to Joe, Marcus also knows a few axe maneuvers, and calls “Counter!” However, Joe still swung an axe at
Marcus’ chest. He must resolve the hit to the chest, but may now use armor or Toughness, since the maneuver no longer
applies to the strike.
Will
Will (or Willpower) ranges from 1-10 and represents the character’s mental strength. Will is used to defend against many
mind affecting spells and abilities. It is also used to resist Torture/Interrogation and some forms of Alchemy. Will may be
temporarily expended or burned by various effects and abilities. This lowers their current Will rating for the purpose of any
Will Challenge. Burned or expended will recovers at a rate of one (1) point per hour of rest and five (5) hours of
consecutive rest will recover all burned Will points.
Will Challenge: Some spells and abilities will end with the call “Will n” where n is the Will rating of the attacker. If their Will
rating is higher than your current rating then the spell can affect you, you may still use other applicable defenses.
When a character has fully expended either their Endurance or Mana Pools, they may burn their Will at a rate of 1 Will for
either 4 Mana or 2 Endurance. They must declare the expenditure with the call “Burn Will <Amount>”, with <Amount> as
the number of Will points expended. The character then has five minutes to use the Mana or Endurance provided, after
which the unused portion dissipates.
The term Willpower is often used instead of Will. These two terms are interchangeable within these rules.
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Ta le n ts
Talents are abilities or skills that character has developed over time. These skills allow the character to disarm traps, pick
locks, perform surgery, etc.
Teaching
Teacher
Skill
This ability is purchased once, and those who have it can design training plans and quest challenges to teach others skills
they have learned via training or quests. The plans must be written out and approved by Plot prior to an event, and the
plan must be executed as written. Ultimately, the decision as to whether the student can add the ability to their character
sheet is up to Plot, and Plot may refuse if they feel the training or quest was in any way inadequate.
First Aid
First Aid is the skill by which characters may treat the many maladies that can befall an Adventurer in the world of Ith.
While Life Magic may be more efficient than First Aid, First Aid is invaluable to those that cannot (or will not) devote the
time to master magic. A character with First Aid receives ten bandages per level in the skill, which are used for the many
different treatments it can provide. If the character has the Apothecary advantage, they receive five extra bandages per
level. These bandages are unstable, and expire at the end of the event at which they were issued. First Aid costs its level in
experience points, and a starting character cannot attain higher than seventh level.
Level 1
Diagnose
Skill
The character with this level in First Aid can discover much more information about their target than just whether they
have been wounded and where. After ten seconds of the character examining the target, they may then ask any or all
of the following questions, which the target must answer as directed in the table below:
Question
Answer
Are you going to die in a minute or less? Yes or no.
What inflicted your wounds?
Weapon type(s), magic school(s), or skill used to
inflict the wound, i.e. Fire, Edged, Claws, etc…
Do you have any broken bones?
Yes or no, and location of each if yes.
Are you regenerating?
Yes or no.
Are you poisoned?
Yes or no.
Are you diseased?
Yes or no.
Are you under the effect of Alchemy?
Yes or no.
Level 2
Apply Bandage
Skill
The character may now seal a wound by applying a bandage phys-rep (supplied by the player), and performing a ten
count. The target of this ability must wear the bandage phys-rep until the wound is healed, magically or otherwise. This
ability costs one bandage to use. This will not work on characters with Hide, or on Savage Wounds.
Level 3
Suture
The character may now seal any Normal, Savage, or Mortal Wound. This ability costs two bandages to use, but is
otherwise the same as Apply Bandage.
Skill
Level 4
Stabilize
Skill
The character may now prevent a target from dying due to blood loss. While stabilizing a target, the character expends
one bandage every ten seconds. During this time, the target’s bleed-out timer is paused. The character must keep both
hands on the target while stabilizing, as the target will resume bleeding once contact is broken. This ability may be used
on Mortal Wounds.
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Level 5
Treat Poison
The character may now flush any poisons affecting a target out of their system. This costs the poison’s level in
bandages, and the character must perform a ten count before the poison is removed from the target. This ability
cannot reverse the effects of a Drain poison, and has no effect on Bane poison.
Skill
Level 6
Set Bone
Skill
The character has learned how to properly set broken bones, and may even break improperly set bones to set them
correctly, or just to be mean. Setting or re-breaking a bone requires one minute of role-play, and it costs two bandages
to set a bone.
Level 7
Treat Wounds
Skill
The character has reached the point in the skill where they may alleviate the effects of a target’s wounds completely.
This ability requires thirty seconds of the character role-playing the treatment process. It costs three bandages to heal
a limb wound, and five to heal a torso wound.
Level 8
Treat Disease
Skill
A character that has reached this level of First Aid can alleviate the life-threatening effects of a disease. The player
must role‐play treating the target for a ten-count, and must spend two bandages per level of the disease.
Level 9
Surgery
Skill
This level of skill allows the character to perform either simple or complex surgeries. Simple surgery involves
reattaching a severed limb and restoring withered limbs, which requires six bandages and ten minutes of role-play.
Complex surgery could be almost anything that the character could reasonably conceive of doing with the tools at their
disposal. However, the bandage cost and time required to perform the surgery is determined by a GM, based on the
player’s intentions. The GM may alter the end result of the surgery based on the quality of role-play during the surgery
process. Either form of surgery requires another participant with at least fourth-level First Aid to stabilize the patient at
a cost of one bandage per minute, which can be taken from either the surgeon or the assistant.
Level 10
Revive
Skill
If a character has bled to death within the last 10 minutes, this ability can bring that character back to life and seals all
wounds. This takes a ten (10) count and ten (10) bandages. Note that this can only be used if the subject has bled to
death. It explicitly does not work for any other cause of death, such as death-blows, mortal wounds, magic death, etc.
Pickpockets
Pickpockets
Skill
This skill ranges from 1-3 and determines how many times a day a character can attempt to pick pockets. The player
receives one small metallic binder clip for every level in pickpockets per day. If the player can place the binder clip on an
object without the Owner noticing, the object is considered taken. If the target notices while the character is applying the
clip, the character has been caught. The item cannot be strapped on the body. Clips placed on pouches indicate any single
item in the pouch is missing. The pickpocket should have a referee get the item in order to remain anonymous. In the case
of a pouch, the referee will simply reach in and take out the first in-game item he grabs. Clips can only be placed upon
pouches, bags or pockets. If someone sees you put a clip onto that which you are stealing, you lose a clip.
Level 1: One clip per day.
Level 2: Two clips per day.
Level 3: Three clips per day.
Tracking
Tracking
Skill
This is a character’s ability to follow a character that has already fled an area. Tracking player characters this way is difficult
to facilitate, so unfortunately there are no guarantees for Player-Characters who wish to track other player-characters. We
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will have to ask players to be patient in this regard. Tracking NPC’s on the other hand works differently. All NPC’s have a
stealth rating ranging from 0-5 that determines how hard it is to track that NPC. A player with tracking can opt to follow
NPC’s within 3 hours of that NPC leaving an area. The tracker comes to Plot-Central and tells logistics who he or she is
tracking. If the character has a greater tracking rating than the NPC’s stealth rating, then the Character will overtake that
NPC if within the 3-hour limit. If outside of the 3-hour limit or the NPC’s stealth is greater than the tracking of the Player
character, the character can still follow the NPC, but overtaking the NPC is impossible unless the NPC stops for periods of
time. If the stealth rating of the NPC exceeds the player’s tracking, the player loses the trail. In the cases of players
overtaking NPC’s, we will set up the encounter or handle it in Role play. Again, it may take some time to do this, so Player
patience is appreciated. After 12 hours, there is no guarantee for a tracker to find a target, regardless of tracking level.
Certain skills allow for increases in tracking.
Stealth is included with tracking levels and it is how well a character can travel without being tracked. Stealth is passive,
and anyone tracking a target must match the target’s stealth rating to follow that target. Keep in mind that tracking of
Player-Characters is difficult to facilitate because we do not know where all players are at all times, so this skill finds more
power in keeping NPC’s from tracking Player-Characters. Players who have not purchased stealth are considered to have a
stealth rating of 0. If a player who has Stealth wants to cover the tracks of other people, for each person their stealth rating
drops a point.
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Can follow targets of a stealth rating of 1 and overtake targets with a stealth rating of 0.
Can follow targets of a stealth rating of 2 and overtake targets with a stealth rating of 1.
Can follow targets of a stealth rating of 3 and overtake targets with a stealth rating of 2.
Can follow targets of a stealth rating of 4 and overtake targets with a stealth rating of 3.
Can follow targets of a stealth rating of 5 and overtake targets with a stealth rating of 4.
Sneaking
Sneaking
Skill
This skill makes you invisible but not silent. To use this skill you have to be out of sight and say “sneaking one, sneaking
two, sneaking three.” If someone seeks you while saying “sneaking one…” they can point at you and say “Spotted” meaning
that you will have to start over again. You have one minute per level to take your allotted steps and must slowly walk. You
are not allowed to hold any weapons in your hand while sneaking. This is shown by holding an orange sash over your head.
The ability may not be used again until after the cool down time listed below.
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
5 steps and 5 minute cool down
10 steps and 4 minute cool down
15 steps and 3 minute cool down
20 steps and 2 minute cool down
25 steps and 1 minute cool down
Torture and Interrogation
Torture & Interrogation
Skill
This skill ranges from 1-5 and represents the characters ability to crush the mind of a target over time through the careful
inflicting of non-lethal, extremely painful damage. Torture causes extreme trauma and every level allows the target to
spend 4 minutes role-playing a torture session to reduce a targets temporary Will by 2. That means that with a level 5 in
torture/interrogation, a character can perform 5 sessions of torture to reduce a target’s Will by 10 within 20 minutes. A
torturer cannot torture a particular target more times than their level in torture in one day. If the torturer uses all his levels
on a target, and the target still has Will, the target is too tough for the current torturer. The torture should be role-played,
but remember to consider people’s comfort level. No one has to role-play torture, and if the person is truly uncomfortable,
the torturer should simply state the type of torture rather than role-play it. Remember, in the Realms of Conflict, there is
NO RAPE role-play or inferences allowed of any kind. This is a ZERO TOLERANCE RULE. Please obey it. Also Remember, you
MUST NOT touch people without consent!
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After Torturing someone to 0 temporary Will, the character has broken the target. A Broken character remains broken for 1
hour until the broken character gains a Will. The 1-hour duration can be negated with Will boosting magic, Faith, or
Alchemy. While in this state the character is unable to access any pools, or any skills. The character is a wreck, and should
either be mentally unstable or pass out from mental exhaustion. The ONLY way to Break a character is through Torture /
Interrogation. After breaking a character, interrogation portion of the skill now begins. The torturer may then ask the
broken target a number of questions equal to the level of the character’s Torture / Interrogation level. All of the answers to
these questions will be given and will be absolutely truthful to the best knowledge of the broken character. After the last
question has been asked, the broken character is then incapable of telling the torturer anything more than gibberish. In
order to properly torture a target, the target must be bound and in control of the character.
Lock Picking
Lock Picking
Skill
Lock picking ranges from 1-5 and deals with picking mundane locks. Every mundane lock ranges from 1-5 in security that is
equal to the quality of the lock. Every level of lock picking allows the character to pick locks of security that is equal or
lower that his or her lock picking skill. If the security is equal, it will take 15 minutes to unlock that lock, if the security is
lower, the lock is picked instantly. If the security of the lock is higher than the lock-picker’s skill, he or she is unable to pick
that lock.
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
The character can unlock a security 1 lock in 15 minutes.
The character can unlock a security 2 lock in 15 minutes, and a security 1 lock instantly.
The character can unlock a security 3 lock in 15 minutes, and a security 2 or 1 lock instantly.
The character can unlock a security 4 lock in 15 minutes, and a security 3, 2 or 1 lock instantly.
The character can unlock a security 5 lock in 15 minutes, and a security 4, 3, 2, or 1 lock instantly.
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K n o w le dg e
Research
Skill
During downtime, a player sends research requests to Plot. Several factors affect the quality of the result of the research,
and Plot reserves the right to reject a research request. The answer may be delivered by email, by one-on-one
conversation at game, or in any other way Plot deems appropriate.
A research request must include:
1) What is being researched.
2) How much production they will spend.
3) How (in-game) they are conducting the research.
Factors that influence the Research Quality:
 5 production raises the quality of the answer by 1 level. (Minimum 1.)
 1 level of appropriate lore raises the quality of the answer by 1 level.
 Other factors, like the character’s access to help, books, etc., and the difficulty of the topic can raise or lower
the quality by +/- 2 levels.
Research Quality:
Good Information
Misleading Information
1
10%
10%
2
3
4
5
6
20% 30% 40% 50% 60%
9%
8%
7%
6%
5%
Table: Research Quality
7
70%
4%
8
80%
3%
9
90%
2%
10
99%
1%
Research and Lore
Successful research of a topic may suffice as the quest required to learn it as a Lore skill.
Lore
Skill
There are many different types of lore, and each one is a separate skill whose level varies from one (1) to five (5). Each level
in a particular Lore skill permits a player to ask a GM a single question per game, and affects the quality of the answer. Any
Lore skills not chosen at character creation must be quested for in-game. In addition to asking the question, Plot may
volunteer information if they are aware of your Lore skill (and it is okay to remind them, if you think it appropriate.)
The following are pre-approved Lore topics. If you wish to select another kind of lore, please get approval from Plot.
Undead
Religion
Demonology
Planes (Pick one.)
Constructs
The Natural World
Geography
Racial History (Pick one.)
Wilderness Survival
Politics
Nobility
World History
Alchemy
Magic Items & Artifacts
The Fates
Ancient History
Monster (Pick a type.)
Law
Militant Orders
Crime
Note that the magical knowledge skills serve as Lore of half their level (round up) for the magical theory.
Note also that while there is a general Religion lore, a follower of a particular god will know a great deal about that god’s
church.
Appraisal
Skill
This skill allows a character to inspect items in order to know more about them and know their average worth. This skill will
not tell a character whether the item is magical but it will tell the appraiser if the item is made of the appropriate materials
to be made magical. This skill can be bought once.
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Languages
Every character can read, write, and speak their racial language (if they have one), and they can speak Common. To read
and write common costs two character points. Additional languages can be purchased at character creation for three
points each, which will include the ability to read, write and speak that language.
After character creation, characters must spend 100 production points per language in addition to the point costs listed
above. A character must also have a reasonable explanation as to what source the language is being learned from. Example
languages include; Savage Tongue, Gnollic, Faerie, Wild Speech, Titan, Misteria, Deep Common, Elvish, Koraguese, Glychian,
Goblin, Pyron, Hydron, Geodon, Aerodon, Draklyn, Orcish, Demoniac, Cherubic, and Abysmal. Note: Glychian cannot be
spoken, as it is numeric in nature. Due to its complexity, it does not receive any break in character point cost.
To indicate a particular language is being spoken, hold two fingers up, spread apart, next to your chin. Name the language
you are speaking and then speak normally. Players seeing another player with their fingers held up in this sign should
ignore what is said unless they are sure they know the language being spoken.
Reading and Writing in Common
Skill
You can read and write in common which is the standard language for the kingdom and the natural language for humans.
Common is the English language.
Reading and Writing in at least one language is mandatory for Mages, Alchemists, Faith practitioners, Refiners, and is useful
for most characters regardless of skills. Without reading, a character cannot use Magic Scrolls. In order for a character to
read and write any language, this skill must be purchased.
Reading and Writing in Languages Other than Common
Skill
Each race has a specific language and in order to speak that language you must buy it. Reading and Writing cost 3 points
per language. There are several ways to phys-rep writing in another language. The first is to simply print the language on
the top of the letter. The other way is to actually write in a strange language, with the English version printed on the back
(which is out of game). The type of language should still be labeled on the top of the letter. The character should keep in
mind the Lengthy learning process to learning new languages after character creation with the research talent.
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W e a p o n S k i l ls
With weapons and with bare hands, skilled characters can do damage or perform maneuvers. Each size class of weapon
requires a different Weapon Damage Skill. Maneuver skills are grouped by the kind of weapon: edged, hack, blunt, handto-hand and so on. There are also skills, such as Armor Use, Dual Wield, and Blocking that affect what equipment a
character can use, and how.
Weapon Damage
Skill
There are six weapon damage classes, and this skill is bought separately for each class. The skill level affects how much
damage one can do with a weapon, and is a pre-requisite for learning more advanced skills. Once the student skill level is
bought with a weapon, the character can attack for “subdue” at any time with that weapon type.
Size Category
Weapon Damage
Skill
Single Handed
Single Handed
Single Handed
Hand-and-a-Half
Hand-and-a-Half
Pole Arms / Staves
Pole Arms / Staves
Pole Arms / Staves
Great Weapons
Hand-to-Hand
Ranged
Size Limits
(inches)
0-25
26-34
35-44
45-54
45-54
48-60
48-60
61-80
55-72
12-20
36-40*
Hands
Damage by Weapon Damage Skill Level
Beginner Student Adept Expert Master
None
1
2
3
4
None
1
2
3
4
1
2
3
4
5
1
2
3
4
5
2
3
4
5
6
1
2
3
4
5
2
3
4
5
6
2
3
4
5
6
3
4
5
6
7
Grab
Subdue
1
2
3
1
2
3
4
5
Tiny
1
Short
1 or 2
Long
1 or 2
Hand-and-a-Half
1
Hand-and-a-Half
2
Half Thrusts / Staves
1
Half Thrusts / Staves
2
Two-handed Thrust / Staves
2
Great Weapons
2
Hand-to-Hand
1
Arrow (Bow) or Bolt
2
(Crossbow)
Arrow from a full-sized
Ranged
Special
2
2
3
4
5
(real) bow
Throwing Weapons**
Ranged
6-12
None
1
2
3
Javelins
Ranged
40
1
1
2
3
4
Small Throwing Weapons**
Ranged
Packet ***
1
None
None
1
2
* Bows must be 25 lbs draw or less, and must be approved by a Marshal.
** Maneuvers cannot be used with Throwing Weapons
*** Throwing weapon packets must have 6 inch tails, be silver in color, and have a black X on the face of the packet.
6
4
5
3
Weapon Damage Skill Groups
Single handed: All single handed weapons are also one of the following types: Edged Hack or Blunt. On buying single
handed weapons damage skill a character will be able to do that level of damage with all three types of single handed
weapons. Single handed weapons have two lengths that will determine their base damage, either short or long.
Pole Arms / Staves: These weapons have two lengths, the 1st length is a weapons that can be wielded with one hand or
two, and in conjunction with a shield, the second type my only be wielded with two hands. If the character is wounded in
one arm, they may only block with a two handed weapon using their unwounded arm to do so.
Ranged: This group includes javelins, bows, crossbows, and thrown weapons. This skill allows the use of any of these
ranged weapons. Base damage varies from weapon to weapon. We hold ourselves and our plays to a high standard for our
range weapon safety. In order to use any any shooting weapon, a participant must pass a ranged weapon safety test. We
do not allow packet bows. We do allow Nerf crossbows and bows as a cheap alternative. Core-less boffer throwing
weapons may be allowed after being inspected and accepted by an Owner. Upon reaching Expert skill level, a character can
now use small throwing weapons which are represented with small silver packets with long tails and which do a single point
of damage. These are special packets as they are in game items. A character may start every game with 10 of these
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throwing weapon packets. Upon reaching Master weapon damage skill the character will now do 2 points of damage with
small throwing weapons.
Great Weapon: All Great Weapons are either Edged, Hack, or Blunt. On buying levels in Great Weapon Damage, a
character will be able to do increasing damage with all Great Weapons. A character may only attack for damage and
maneuvers with Great Weapons if both of their arms are un-wounded. If a character’s arm is wounded they may only block
use a two handed weapon to block within their unwounded arm.
Hand-and-a-Half: Hand-and-a-Half weapons may be wielded with either one or two hands. They do one more point of
damage when used with two hands. All Hand-and-a-Half weapons are also one of the following type Edged, Hack or Blunt.
Hand to Hand: Individuals trained in hand-to-hand combat can use their own bodies as weapons. They can inflict serious
damage with their hands, elbows, knees and feet. To represent this type of combat, players use hand to hand batons, small
boffer weapons covered in yellow cloth or tape. Hand to hand batons cannot be disarmed (or subject to other similar
effects) and do not count as weapon for any other maneuvers or spells. Hand to hand batons may never be taken away
from a character, as they are out of game items. Attacks from any non-hand to hand baton weapons blocked by a hand to
hand baton are automatically counted as landing on the arm that is wielding the baton. Characters that have claws, will buy
this skill to determine what their damage is for their claws, and to buy maneuvers. A character can always dual wield two
hand to hand batons even without buying the dual wield skill.
Dual Wield
Skill
In order to use two weapons at the same time, one must purchase this skill. Higher skill levels permit larger weapons and
more use of maneuvers.
Level
1
Weapons Allowed
Short
Tiny
2
Short
Short
3
4
5
Long
Long
Hand and a Half
Short
Long
Long
Maneuvers Allowed
No maneuvers with either hand
Player picks a single hand (mark on character
sheet) and can only do maneuvers with that hand
Same
Maneuvers with both hands
Maneuvers with both hands
Shields
Blocking
Skill
Blocking is the skill in our game to use shields, without this skill you cannot use a shield. There are 10 levels of blocking, for
each level a character buys, is the amount of damage that can be blocked with a shield. (Example: If Pete buys level 7
blocking he may block any melee or ranged weapon attacks for up to 7 damage with his shield, any blows higher than 8
blocked by Pete’s shield will cause a wound to his arm.)
Blocking is a measure of a character’s ability to deflect blows with a shield. This skill ranges from rating 1 to 10. A character
with this skill can block weapon blows and direct damage spells with a damage rating equal to or less than their blocking
rating. A character may only wield one shield on one arm at a time. Burst spells, the “pierce” call, the “Faith” call, and any
non-direct damage spell cannot be blocked with a shield. A shield’s maximum size is tailored to the individual wielding it.
Tower shields cannot be taller than two thirds of the wielder’s height (measured from the collarbone to the bottom of the
foot), by two and a half feet. Round shields can have a diameter measuring no more than half of the wielder’s height
(measured from the collarbone to the bottom of the foot). Shields must be padded on the edges, especially in the case of
wooden or hard plastic shields. When using a shield, the character’s blocking rating supersedes the hide or armor rating on
that arm. For example, Toro the Minotaur has a hide of 6, but only has a blocking rating of 4. Adam the Fae strikes Toro’s
shield with his shiny new two-handed sword for 5 damage, which is higher than Toro’s blocking rating. This strike is
resolved as a wound, because while the damage isn’t enough to bypass Toro’s hide, it is more damage than Toro can block
with a shield. Toro, on seeing Adam the Fae with his great sword, should have dropped his shield. A shield may be worn on
the back, but the character cannot use the shield for protection or maneuvers until it is worn on an arm.
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Armor
Armor ranges from levels 1 to 9, and acts as protection against melee and missile damage, direct damage spells and
invocations. No ability, equipment, spell or effect can grant armor over level 9. All armor that is worn has an armor rating.
In order for attacks to penetrate armor and affect characters, the attack must be of a higher level than the character’s
armor rating. Attacks that have a lower damage than the armor rating of targets have no effect on the character as the
blow merely bounces off the armor. If a character is struck with an attack that has a lower rating than the armor, the attack
has no effect, and the character simply calls “Armor!” Armor only protects the areas on the body actually covered by the
armor phys-rep. Padded armor is made by Armor Smiths and has an armor rating of 0. The only type of damage padded
armor can stop is Subdue. Character must wear real armor, in order to use this skill, or functional armor, such as SCA armor
made from plastics. Players must have all armor for use in game approved by an Owner. If there is any question of what
the armor rating is for piece of armor, the Owner has final say in the matter. Using clothing with a metal or chain print on it
will not count as armor.
Armor Use
Skill
Armor Use ranges from 1-5, and determines the type of armor a character can wear. There are 5 locations that armor can
be wore on, each leg, torso and each armor. Players may buy up to level 5 armor for any location. Characters may have
different types of Armor in different locations.
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Character can wear Light Leather armor providing a basic armor rating of 1
Character can wear Studded leather, Heavy Leather, thick hides providing an armor rating of 2
Character can wear Chain-mail armor and Harden Leather providing an armor rating of 3
Character can wear Brigandine or Scale-Mail or Splint armors providing an armor rating of 4
Character can wear Plate armor enforced with chain or leather providing a armor rating of 5
Note that Armor Use defines the type of armor a character can use. If the armor is Master Crafted it will have a higher
rating.
Torso
L Arm
R Arm
R Leg
L Leg
Body and Armor Locations
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Weapon Maneuvers
The following is a list of all weapon maneuvers grouped by weapon type. Characters need to have student skill level with a
weapon before they can buy maneuvers for it. Each level of damage skill a character buys for a weapon unlocks the
corresponding maneuver at the same level.
Weapon Damage Skill Level
1: Beginner
2: Student
3: Adept
4: Expert
5: Master
Maneuver Skill Level Allowed
No maneuvers
Level 1 Student maneuvers
Level 2 Adept maneuvers
Level 3 Expert Maneuvers
Level 4 Master Maneuvers
Weapon Maneuver Types
Edge: Swords of all types, knifes, daggers, any bladed or slicing weapons
Hack: Axes, cleavers, chopping weapons
Blunt: Maces, war hammers, mauls, clubs, saps smashing and bashing weapons
Great weapons: weapons that require the use of two hands to use, normally to cause Massive damage. All great
weapons are special as they are also one of following types: Edge, Blunt, and hack.
Thrusting and staves: spears all of all types, staffs, quarter staffs, most pole arms.
General Maneuver Rules



Endurance costs are spent when a maneuver is attempted, and are spent whether the maneuver attempt succeeds
or fails.
Calls for attack maneuvers must be made during the attempted maneuver. You cannot pre-call a maneuver then
wait for the opportunity to strike, nor can you strike then decide to make the maneuver call.
Unless specified otherwise in the maneuver description, you cannot stack multiple maneuvers into a single attack.
Edged Weapon Maneuvers
Slice
Level: Student (1)
Endurance: 1
The student expends Endurance and calls “<Damage> Slice.” This attack causes a Savage Wound.
Weapon Maneuver
Call: <Damage> Slice
Gouge
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: <Damage> Gouge
The expert sword wielder can now penetrate magical, invoked, and mundane Hide. The wielder expends Endurance and
adds the carrier “Gouge” to their normal weapon damage for the next strike. Regardless of whether the wielder strikes a
location that has hide, the damage will bypass Toughness. This includes magic and invoked hides. If the strike misses, is
blocked, or strikes a superior armor value, the maneuver fails Endurance must be spent to use gouge again.
Disarm
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Disarm
The blade wielder can now disarm opponents of their weapons. The wielder expends Endurance, strikes the target’s
weapon, and calls “Disarm” The target must immediately drop their weapon, but can pick it up 3 seconds after it hits the
ground. If the blade wielder misses, or strikes any other location other than the target’s weapon, the maneuver fails, and
Endurance must be spent to use Disarm again. Disarm only works on single handed and hand and half weapons, unless
performed with a Great Weapon, in which case it works against any weapon.
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Parry
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: Parry
The master has progressed to a level capable of blocking weapon maneuvers. The grand master must have the weapon
unsheathed and in hand to use this maneuver. Upon being struck with any weapon maneuver or physical blow, the grand
master expends Endurance and calls “Parry”. The weapon maneuver fails immediately and all damage is negated. Parry
cannot be used against magical or Faith effects. ONLY weapon maneuvers and basic damage can be parried. Parry is
ineffective against the spear maneuvers Stand Ground and the protector maneuver Guard. However, Parry will stop lethal
blows from taking effect.
Hack Weapon Maneuvers
Hook
Weapon Maneuver
Level: Student (1)
Endurance: 1
Call: Hook
This weapon maneuver allows the axe wielder to hook a weapon, shield, or claw of an enemy out of the way and lock the
enemy in place. Upon striking the opponents shield or weapon, the axe wielder expends Endurance and calls "Hook!" At
this point, the ax wielder and the enemy must both lower the ax and the affected shield or weapon out of the way. Until
the Hook is ended, the affected weapon or shield cannot be used or moved. Only the axe wielder can end the Hook, unless
the target releases the hooked weapon or shield and backs away. The axe wielder ends the hook simply by raising the ax
again (thus releasing hooked weapon). If the hook strikes anything but a shield or weapon, the maneuver has failed and
Endurance must be spent to use Hook again. Hook will not work on a two handed weapon unless it is performed with a
Great Weapon.
Chop
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: <Damage> Chop
The axe wielder has progressed to the level of being able to deliver powerful, devastating blows from their axes. The axe
wielder expends Endurance and adds the carrier “Chop” to their normal weapon damage for the next strike. The damage
ignores Toughness and armor and immediately delivers a wound to that location. If the Chop misses or is blocked the
maneuver fails, Endurance must be spent to use Chop again. (Note: Chop does not go through hide and carapace, only
armor and Toughness)
Break
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Hack Break <Item>
The expert axe wielder can now render weapons and shields incapable of working. The wielder strikes a target’s
weapon/shield, expends Endurance, and calls “Break <Item>”. The target’s weapon/shield is Broken.
Sever
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: <Damage> Sever
The axe wielder has mastered the destructive power of the axe and is able to chop off an enemy's limbs with a single blow.
The axe wielder strikes an enemy's limb and adds the carrier "Sever" to their normal weapon damage call (i.e. "5 sever"). If
the damage causes a wound, the limb struck is immediately chopped off. Healing the wound will not re-attach the limb. If
the Sever strikes any location that is not an enemy’s limb, the maneuver has failed but the damage is delivered as normal.
Example: Joe the Ork decides to cut off Mike the Elf’s leg. Joe expends Endurance and calls “5 Sever” with his axe. Joe
misses the leg but strikes Mike’s chest. The weapon maneuver has failed to sever a limb, but Mike still must resolve the
damage (5) to his chest.
Blunt Weapon Maneuvers
Dent
Weapon Maneuver
Level: Student (1)
Endurance: 1
Call: Dent
The blunt wielder can degrade any mundane armor on a target. Upon striking any armored location on a target, the
attacker expends Endurance and calls “Dent!” The target’s armor is degraded by 1 point in that location until repaired. This
weapon maneuver can be used in succession to reduce any armor to zero. Armor that is reduced to zero can still be
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repaired. If the blunt wielder strikes any location that is not covered in armor or if the armor is magical, the maneuver fails
and Endurance must be spent to use Dent again. Dent is ineffective against shields.
Smite
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: Smite Knockdown
The blunt wielder is now at the level to be able to deliver blows that can knock targets to the ground. Upon striking a
targets torso, limb, or shield, the attacker expends Endurance and calls “Knockdown.” The target is immediately knocked to
their ground. If the wielder misses or the blow is blocked, the maneuver fails, and Endurance must be spent to use Smite
again.
Daze
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Daze Stun
The attacker expends Endurance, strikes the torso or limbs of the target, and calls “Stun.” The target is Stunned. Stun
effect and duration is described in the Effects section.
Pulverize
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: Pulverize
The master of the blunt weapon can now destroy armor and injure limbs in a single blow. The master expends Endurance
and calls “Pulverize!” on their next strike. If the blow lands on a target’s limb or torso, any mundane armor and shield on
that location is destroyed instantly. The blow also ignores Toughness and immediately delivers a wound to that location,
whether or not it also destroyed an item. If the blow is blocked, the maneuver fails and the Endurance cost must be spent
to use pulverize again.
Spear / Staff Weapon Maneuvers
Trip
Weapon Maneuver
Level: Student (1)
Endurance: 1
Call: Trip Knockdown
Student spear wielders can trip targets. The spear wielder strikes the target’s legs, expends Endurance and calls
“Knockdown!” The target instantly falls over, but can get up immediately. If the trip strikes any location other than a
target’s leg, the trip fails and Endurance must be used to trip again.
Check
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: Check Knockback
The adept has learned how to knock targets that have entered close range back into spear range. Upon having a target get
too close to for comfort, the spear wielder expends Endurance then calls “Knockback 5!” for their next strike. The target is
knocked back. The blow must strike the shield, weapon, or body of the target. The expert must have both hands on the
spear to use check. When using check, be sure not to strike the target with any kind of force. Simply touching the weapon
to the target is acceptable.
Stand Ground
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Stand Ground
The expert with the spear can keep multiple opponents away. Upon expending Endurance, the spear wielder points his
weapon high and towards any target, and calls “Stand Ground”. As long as the wielder holds the weapon high and toward a
target, that target cannot approach. To keep multiple targets away, the spear wielder must constantly switch targets,
calling “Stand Ground!” Targets may surround the spear master, but no target may engage as long as the spear or staff tip
faces the target. This maneuver is obviously most effective when targets come from one direction. If the spear wielder
moves, attacks, or is struck with weapons, Faith, magic or Alchemy, the maneuver is over, and Endurance must be spent to
use Stand Ground again.
Impale
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: <Damage> Impale
The master of the spear has maximized the spear’s power and can kill targets in a single blow. The grand master expends
Endurance adds the carrier “Impale!” to their current damage call for the next strike. Toughness is ignored for this attack.
If the damage causes a torso wound, that wound will be a Mortal Wound. If the damage causes a limb wound, that wound
will only be a normal wound. Example: Joe the Ork decides to impale Mike the Elf. Joe expends Endurance and calls “5
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Impale!” with his spear. Joe misses the torso but strikes Mike’s leg. The weapon maneuver has failed to kill Mike, but Mike
still must resolve the damage (5) to his leg. Toughness cannot protect against Impale.
Great Weapon Maneuvers
Cripple
Weapon Maneuver
Level: Student (1)
Endurance: 1
Call: Cripple
The adept has learned how to deal great amount of physical trauma to a person’s body. The wielder expends Endurance,
and strikes the target’s body or limbs and calls “Cripple”. This blow deals no damage, but the target loses either 10 Mana or
5 Endurance, whichever has more remaining points.
Great Bash
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: Great Bash
The student great weapon wielder can violently knock a weapon or shield from a target’s grasp. The wielder expends
Endurance, strikes the target’s weapon or shield, and calls “Great Bash!” The target must immediately throw their weapon
or shield at least 6 feet away.
Demolish
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Demolish Destroy <Item>
The great weapon expert can now destroy mundane weapons, items, armor and shields. The expert expends Endurance
and calls “Destroy <Item>” for their next strike. Any mundane item, weapon, or shield that is named and struck will be
destroyed and cannot be repaired.
Cleave
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: <Damage> Cleave
The master has maximized the power of the great weapon and can kill targets in a single blow. The grand master expends
Endurance and adds the carrier “Cleave!” to their normal damage call for the next strike. Toughness is ignored for this
attack. If the damage causes a torso wound, that wound will be a Mortal Wound. If the damage causes a limb wound, that
wound will only be a normal wound. Example: Joe the Ork decides to impale Mike the Elf. Joe expends Endurance and
calls “5 Cleave!” with his spear. Joe misses the torso but strikes Mike’s leg. The weapon maneuver has failed to kill Mike,
but Mike still must resolve the damage (5) to his leg. Toughness cannot protect against Cleave.
Ranged Weapon Maneuvers
Pin
Weapon Maneuver
Level: Student (1)
Endurance: 1
Call: <Damage> Pin
The ranged weapon wielder can now pin targets to objects. The Ranged weapon wielder expends Endurance and adds the
carrier “Pin” to their normal weapon damage for the next strike. If the target takes a wound, they are pinned to a nearby
object. If there is no object within 5 feet, their feet are pinned to the ground for 10 seconds.
Pierce
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: <Damage> Pierce
The Master expends Endurance and adds the modifier “Pierce” to their weapon damage for the next strike only. See the
Pierce modifier for a description of the effect.
Called Shot
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Called Shot <Damage> <Location>
The Expert Designates a target within 100 feet, expends Endurance and adds a location carrier to their next strike.
Acceptable location carriers are “Right leg/arm”, “left leg/arm”, or “torso.” Called Shot has 1 minute Cool-down.
Slay
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: <Damage> Slay
The master of ranged weapons can kill targets at a distance. The grand master expends Endurance and adds the carrier
“Slay” to their weapon damage for the next strike. Toughness is ignored for this attack. If the damage causes any wound,
that wound will be a Mortal Wound.
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Shield Weapon Maneuvers
Bash
Weapon Maneuver
Level: Student (1)
Endurance: 1
Call: Bash Knockback
The student has learned how to bash targets away by smashing them with a shield. The shield user expends Endurance,
chooses a target no farther than arm’s length away, and calls “Knockback” The target is knocked back 5ft away from the
shield bearer. Characters and monsters that are immune to knockback are not affected by this Maneuver.
Immobilize
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: Immobilize
The adept shield user has gained the ability to slam and pin targets against obstacles. Upon choosing a target that is within
arm’s length of a wall, tree, or other large obstacle, the shield user expends Endurance, raises the shield towards the target
and calls “Immobilize!” The target is smashed up against the obstacle by the shield user. The shield user and the target can
do nothing during the maneuver. The shield user can do nothing but keep the target against the obstacle, and the target
can do nothing but speak while slammed against an obstacle. The shield user can keep a target Immobilized for 1 minute or
until the shield is lowered. After 1 minute, the shield user can continue keeping the target pressed by spending more
Endurance.
Spell Block
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Spell Block
The expert with the shield has learned how to use his shield to deflect ranged spells. This maneuver only works on packet
spells. The shield bearer may expend Endurance and call “spell block” and ignore the effects of the packet that hit him. The
shield bearer must expend Endurance for EVERY packet that he wishes to ignore the effects of. For burst spells the shield
bearer will only need to expend Endurance once to ignore the effects of all the packets of the burst spell. The Shield bearer
must have his shield in hand to use this maneuver. Shield wielders may only Spell block packets thrown by a target that
they are facing. Any effects which would destroy or break the shield may not be spell blocked.
Disable
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: Disable <Damage> Knockout
The shield master has learned to knock opponents out with the shield. The shield master expends the maneuver’s
Endurance cost, chooses a target no more than arm’s length away, raises the shield to face the target and calls “<Damage>
Knockout” <Damage> being the Shield master’s blocking level. The target resolves the damage as a torso strike. In
addition, the target is knocked unconscious for 5 minutes. If the target is out of arm’s reach, or if they defend against the
effect, the Endurance cost is spent and the maneuver fails.
Hand to Hand Fighting – Martial Arts
This is the skill of fighting with one’s natural weaponry. If a character does not have a rating in this skill, they cannot use
hand-to-hand batons to strike another character unless delivering a touch spell. Hand-to-hand batons, if used to block a
strike from any weapon other than another hand-to-hand baton must resolve the strike as a wound to the arm used to
block the attack. There are two skill groups that govern Hand to Hand Fighting: Hand to Hand Damage and Hand to Hand
Maneuvers.
Hand to Hand Damage
Hand to Hand damage works a bit differently from other damage skills. At the first level, the martial artist can use the Grab
maneuver. At the second level, base damage is “Subdue.” Beyond that, the martial artist can cause potentially wounding
damage.
Level Title
Damage Maneuvers Allowed
1
Novice
0*
Grab
2
Student Subdue
Student
3
Adept
1
Adept
4
Expert
2
Expert
5
Master
3
Master
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*Every Hand-to-Hand fighter, when they purchase Student damage, gains the maneuver, Grab.
Grab
Hand to Hand Maneuver
Level: Student (1)
Endurance: 1
Call: Grab <Current Endurance Pool>
The fighter must Land a blow on the target with a hand to hand baton and call "Grab <Current Endurance Pool>." <Current
Endurance Pool> is the remaining amount of endurance your character has at the moment of the call (after paying for the
grab). The defender wins in the case of a tie. Monstrous Strength may add to this number defensively. Once a grab
attempt Lands, is released, or escaped from, the fighter may not attempt to grab that target again for one minute. The
arms of a grabbed target are considered to be pinned, immobilized, or otherwise unavailable for use and they can’t walk,
run, or crawl. Therefore, a grabbed target cannot deliver touch spells against the Martial Artist.
Grab ends 10 seconds after initiation, if the attacker takes a wound, or if the attacker disengages.
If the Martial Artist wishes to follow the Grab with one of the maneuvers that requires a Grab, the endurance cost of the
Grab is deducted.
Hand to Hand Maneuvers
At each level purchased, a Hand to Hand fighter picks a maneuver from that level or lower. Once a person has completed
their Master level quest, they may embark on a quest for Grand Master level, which permits them access to a second series
of Hand to Hand maneuvers.
Level
Title
Maneuvers Gained Pre-requisite
1
Student
Level 1
H2H Damage Level 2
2
Adept
Level 2
H2H Damage Level 3
3
Expert
Level 3
H2H Damage Level 4
4
Master
Level 4
H2H Damage Level 5
5
Grand Master
Level 1, 2, 3, 4
H2H Damage Level 5
Level 1 - Student Maneuvers
Kick
Hand to Hand Maneuver
Level: Student (1)
Endurance: 1
Call: Kick Damage+2
A basic offensive attack. You may either strike your opponent with your hand to hand baton or throw a packet at any target
within 5 feet (about two steps) and call, “Damage+2”.
Block
Level: Student (1)
Endurance: 1
Block a blow with your hand to hand baton as if it were a normal weapon.
Hand to Hand Maneuver
Call: Block
Throw
Grab Maneuver
Level: Student (1)
Endurance: 1
Call: Throw <Direction>
This Maneuver may only be used against an opponent the Martial Artist has successfully grabbed. You deliver a hand to
hand blow to the grabbed targets torso and hurl them 15 feet (about 6 steps) in the direction of your choosing.
Numb
Hand to Hand Maneuver
Level: Student (1)
Endurance: 1
Call: <Damage+3> Numb
The Martial Artist lands a blow on a target’s limb numbing it into uselessness for a time. If the damage called would do a
wound, then the targeted limb is unusable until it receives a healing effect or five minutes has passed.
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Takedown
Hand to Hand Maneuver
Level: Student (1)
Endurance: 1
Call: Takedown <Damage> Knockdown
The Martial Artist must land a blow on the target’s leg, delivering normal damage as well as a Knockdown effect. The target
is knocked down whether or not they take damage.
Level 2 – Adept Maneuvers
Break Limb
Level: Adept (2)
Endurance: 2
The Martial Artist must land a blow on a target’s limb. This maneuver delivers a Broken Limb.
Hand to Hand Maneuver
Call: <Damage> Break Limb
Shove
Hand to Hand Maneuver
Level: Adept (2)
Endurance: 2
Call: Shove <Damage> Knockback
The Martial Artist must land a blow on the target. Dealing normal damage and knocking the target back 15 feet (about 6
steps)
Throat Punch
Hand to Hand Maneuver
Level: Adept (2)
Endurance: 2
Call: Throat Punch, Silence 1 Minute
The Martial Artist must land a blow on the target’s torso to silence them. The silence lasts one minute.
Superior Grab
Hand to Hand Maneuver
Level: Adept (2)
Endurance: 2
Call: Superior Grab <Current Endurance Pool>
A Superior Grab is similar to Grab except that it lasts for a maximum of 20 seconds and the Athletics Maneuver, Writhe, is
ineffective against it. Superior Grab can be Countered.
Palm Strike
Level: Adept (2)
Endurance: 2
If the Martial Artist Lands this blow on the target’s torso, then the target is Stunned.
Hand to Hand Maneuver
Call: Palm Strike, Stun
Level 3 – Expert Maneuvers
Iron Fist
Hand to Hand Maneuver
Level: Expert (3)
Endurance: 4
Call: Iron Fist, <Damage+1> Pierce
This increases the hand to hand damage by one and adds the Pierce carrier to a single strike.
Side Step
Hand to Hand Maneuver
Level: Expert (3)
Endurance: 4
Call: Side Step
The Martial Artist may dodge any blow delivered in hand to hand combat. Weapon blows, Missile weapons, and Touch
delivered spells are included, but weapon maneuvers are not. Ranged spells cannot be dodged with this maneuver.
Contain
Grab Maneuver
Level: Expert (3)
Endurance: 4
Call: Contain, Helpless
This Maneuver may only be used against an opponent the Martial Artist has successfully grabbed. Upon its use, the target
grabbed opponent is made Helpless for up to 5 minutes. The Martial Artist is immobilized for the duration of this effect. At
the end of 5 minutes, the Martial Artist may expend 4 more Endurance to continue the Contain for 5 more minutes, or they
must release the target. The Martial Artist may end this maneuver at any time.
Seize
Hand to Hand Maneuver
Level: Expert (3)
Endurance: 4
Call: Seize, Take Weapon
The Martial Artist strikes the target weapon or the arm holding it and calls “Take Weapon”. Any single handed weapon so
struck must be immediately given to the Martial Artist.
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Cloud Leap
Hand to Hand Maneuver
Level: Expert (3)
Endurance: 4
Call: Cloud Leap
The Martial Artist is able to leap fantastic distances. Upon making the call, the Martial Artist points one hand to hand baton
straight up (similar to flight) and may move 30 feet (about 12 steps) within 10 seconds. Within 3 seconds of landing, you
may make one Hand to Hand attack that will deal double damage (maximum 10). If you do not land within 10 seconds you
immediately take a knockdown effect. This maneuver has a 1 minute cool-down.
Level 4 – Master Maneuvers
Flurry
Hand to Hand Maneuver
Level: Master (4)
Endurance: 8
Call: <Damage> Flurry
The Martial Artist must Land a blow on the target’s torso. If it Lands, they gain the Flurry effect with their strike.
Knockout
Hand to Hand Maneuver
Level: Master (4)
Endurance: 8
Call: <Damage> Knockout
The Martial Artist must land a blow on the target’s torso. If the blow does a wound, then the target is Unconscious for 5
minutes.
Neck Break
Grab Maneuver
Level: Master (4)
Endurance: 8
Call: Neck Break <Damage+2> Mortal Torso
This Maneuver may only be used against an opponent the Martial Artist has successfully grabbed. The Martial Artist
delivers a Mortal wound to the grabbed targets torso. This damage may be defended against like any normal blow.
Chi Blast
Hand to Hand Maneuver
Level: Master (4)
Endurance: 8
Call: Chi Blast <Damage> Pierce
The Martial Artist may hurl 5 direct damage packets (as a Burst spell) at one opponent. This effect does damage equal to
your current Will. The martial artist must wait one minute after hurling a Chi Blast before throwing another.
Ghost Strike
Hand to Hand Maneuver
Level: Master (4)
Endurance: 8
Call: Ghost Strike <Damage> <Type>
The Martial Artist strikes his foe without touching them. All magical defenses on the target are inapplicable against the
blow if it is Landed. The Martial Artist is not affected by any retaliatory type sash spell effects, such as Shroud of the
Damned. The Martial Artist may also add any one of the magical damage types to their blow. Using Ghost Strike, Yours
truly, may also strike through any of the Wall spells without being effected by the wall, this does not protect you from
passing through a wall.
Athletics Maneuvers
Athletics is a subset of abilities that run off of Endurance. There are no pre-requisites for Athletics and any character can
buy the maneuvers. Athletics abilities beyond level 3 are only available in-game through quests, and cannot be purchased
at character creation or during down time.
Balance
Weapon Maneuver
Level: Student (1)
Endurance: 1
Call: Balance
This ability gives the character the ability to avoid falling from any effects that knock characters down. Anytime a character
is struck with a knockdown effect, the character expends Endurance and calls “Balance!” Balance cannot defend against
Area of Effect spells and abilities.
Writhe
Weapon Maneuver
Level: Adept (2)
Endurance: 2
Call: Writhe
This ability allows the athlete to wriggle free of mundane ropes and bonds and hand-to-hand Grabs. The Grabbed or bound
athlete expends Endurance and calls “Writhe.” They subsequently escape the bonds on a three-count, or the Grab
immediately. You cannot writhe out of full immobilization, such as the Web effect.
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Redirect
Weapon Maneuver
Level: Expert (3)
Endurance: 4
Call: Redirect <Location>
The athlete has gained the ability to redirect attacks that have landed from one body location (torso, left arm, right arm,
left leg, right leg) to a different location. The location that the attack is being redirected to must be stated in the call and it
cannot be a location already made useless by a wound. Attacks that target something other than a body location (like
Disarm, which targets a weapon), cannot be redirected. The athlete also must be able to see the attack coming. Upon
being struck with a direct damage spell, invocation, or melee attack, the athlete expends Endurance and calls “Redirect
<Location>.”
Evade
Weapon Maneuver
Level: Master (4)
Endurance: 8
Call: Evade
The athlete has mastered the ability to dodge all forms of attack, except for area affect spells. Upon being struck with
anything, the athlete expends Endurance and calls “Evade!” The attack is considered not to have landed on the athlete.
Diving into strikes to protect another character cannot be evaded.
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Paths
A character who has reached Master level with any weapon (i.e. +3 damage) and Expert with at least one group of weapon
maneuvers (Blunt, Hack, Edged, Thrust, Great Weapon, Hand-to-Hand, or Ranged) may choose to take a path. Each level of
these paths requires a quest. Each path also has prerequisites that must be met before the character may take the path. A
Character may only start a new path after he has reached level five of the path that he is currently on.
The Arcanist Path
Arcanists are those who have learned to combine their physical capabilities with magic for a devastating effect.
Prerequisites: 60 points spent in magic knowledge skill, wizardry, magic spells, and weapon maneuvers.
Student Arcanist - Level 1
Create Arcane Weapon
Ability
The Arcanist constructs the tool of their craft, the Arcane Weapon. The Arcanist expends half their maximum Mana pool,
and half their maximum Endurance pool, spends 10 minutes Meditating, selects a School they can cast spells from, and
marks a non-magical, non-Master Crafted weapon (or gloves or hand-wraps, in the case of Martial Artists) with a personal
glyph. That weapon is created and becomes an item that only the Arcanist can use. To any other user, the weapon has no
special abilities. Its damage type is the one associated with the school selected. It can only be destroyed or damaged by
effects that would destroy or damage a magical item.
Arcane Spell
Path Maneuver
Level 1
Endurance: 2
Call: See below.
The Arcanist chooses one spell they can cast that is either a touch or single packet spell, for each Arcanist level they have
attained. Those spells can now be delivered as Arcanist Spells with the Arcane Weapon. The spell choices must be made at
check-in, and cannot be changed during game.
Arcanist Spells deliver their effect with a melee or ranged weapon attack made with the Arcane Weapon. They cost Mana
pool as if they were cast normally. Incant the spell, then make the call and swing the weapon. This Incant is performed as if
the caster were a Natural Caster, and mana is spent as if the caster were a Gem Caster.
Improved Mediation
Ability
Once per flux the Arcanist may Meditate for 5 minutes and exchange Mana and Endurance at a rate of 1 Endurance for 4
Mana and vice-versa.
Adept Arcanist - Level 2
Adept Arcane Weapon
Ability
The Arcanist’s can now change the damage type of the Arcane Weapon to any School they can cast spells from by spending
5 minutes of Meditation. Additionally, the Arcane Weapon becomes Soul Linked to the Arcanist.
Arcane Study
Ability
This ability confers multiple benefits. Once per Astral Conjunction the Arcanist can reset their Lore questions. Once per
Astral Conjunction the Arcanist can learn one of the languages listed in the Races section, and Read, Write and Speak that
language for the remainder of the Astral Conjunction. The Arcanist can Meditate with an item or components for 1 minute
and Identify it.
Arcane Accuracy
Path Maneuver
Level 2
Endurance: 4
Call: Arcane Accuracy Called Shot <Spell Call> <Location>
The Arcanist casts a single packet incantation without using any Arcane Abilities, expends Endurance, indicates a target by
name or gesture, calls “Called Shot” followed by the spell’s call and a location. If the target is within 30 feet and in the
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caster’s line of sight, the spell lands on the target location without the caster having to hit with a packet. This ability has a
one (1) minute Cool Down.
Expert Arcanist - Level 3
Expert Arcane Weapon
Ability
The Arcanist’s Arcane Weapon will now do +1 Damage.
Magic Resist
Path Maneuver
Level 3
Endurance: 6 + Mana: 6
Call: Arcanist Resist
The Arcanist can now more easily resist spells. The Arcanist can now expend Endurance and Mana to resist a Spell as if they
had use a Magic Resist. The call is changed to “Arcanist Resist” The Endurance and Mana costs of this Maneuver may never
be lowered or altered.
Master Arcanist - Level 4
Master Arcane Weapon
Ability
The Arcanist’s Arcane Weapon now reduces maneuver Endurance pool costs by 1, minimum 1 for maneuvers performed
using this weapon.
Magic Storm
Path Maneuver
Level 4
Endurance: 8 + Mana: 8
Call: <Type> Storm, Everyone within 30 feet take 6 <School> torso
The Arcanist expends Endurance and Mana and calls, “<Type> Storm, everyone within 30ft take 6 <School> torso.”
<School> is the damage type for a school of magic they can cast spells from. This can be resisted by Resist Magic.
Arcane Arsenal
Ability
The Arcanist holds out their Arcane Weapon and calls, “Arcane Arsenal.” Up to 5 people who are touching the Arcane
Weapon with a weapon, claw, or hand-to-hand baton of their own will gain +1 to damage and the damage type of the
Arcanist’s weapon for the next hour with that weapon. This damage bonus stacks with other bonuses. This may be done
once per Flux.
Grand Master Arcanist - Level 5
Grand Master Arcane Weapon
Ability
The Arcanist’s Arcane Weapon can now be improved with Refinement and magic item enhancements, or the Arcanist can
use the Create Arcane Weapon ability on any existing weapon, combining their benefits except for the Master Craft/Master
Arcane Weapon Endurance reductions.
Overwhelming Magic
Ability
Once per Astral Conjunction the Arcanist can add the Lethal modifier to a spell they cast. This ability cannot be used with
Arcane Abilities or any maneuvers.
Arcane Challenge
Path Maneuver
Level 5
Endurance: 10 + Mana: 10
Call: Arcane Challenge, Lethal Dispel
Duration: 15 Minutes
Cool-down: 1 minute
The Grand Master Designates a target within 100 feet, expends Endurance and Mana, and calls, “Arcane Challenge, Lethal
Dispel.” For the duration, both the Arcanist and target must make best efforts to either attack each other or flee, and the
Arcanist may add the “Pierce” modifier to their damage calls against the target with their Arcane Weapon. Both the
Arcanist and target may defend themselves, but should not attack others. If either decides to flee, they must make their
best effort to get far away from their foe for the duration.
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The Assassin Path
The character focuses on stealth and subterfuge as ways of warfare. They find weakness in their opponents and use them
to finish things quickly. Assassination skills are often used by scouts, spies, and assassins. Assassination maneuvers may
not be performed with great weapons or pole arms.
Prerequisites - The character must spend 60 character build between these skills: poison, sneaking, pick pockets, athletics,
and weapon maneuvers.
Student Assassin - Level 1
The assassin gains the Improved Sneaking ability and the Sap maneuver.
Improved Sneaking
Ability
The assassin may now move any speed while sneaking.
Sap
Path Maneuver
Level: 1
Endurance: 2
Call: Sap
The assassin strikes a character in the torso from behind, expends Endurance and calls “Sap.” The victim is rendered
Unconscious for 5 minutes.
Adept Assassin - Level 2
The assassin gains the maneuvers Backstab and Bypass.
Backstab
Path Maneuver
Level: 2
Endurance: 4
Call: X Backstab
The master expends Endurance and strikes their victim from behind. They call double their current damage (up to 10) with
the “Backstab” carrier. Behind, for the purposes of this ability, means that the majority of the attacker’s body and their
weapon hand(s) is behind a line drawn through the shoulders of the victim.
Bypass
Path Maneuver
Level: 2
Endurance: 4
Call: Bypass
The assassin gains the ability to bypass traps and magical walls. For traps, this works just like the Trapper skill, Bypass Traps
except for the endurance cost and call. For Magical Walls, the trapper must make the call and expend the endurance
before touching the wall, and then may step through or around the wall.
Expert Assassin - Level 3
Poison Mastery
Ability
All of the Assassin’s poison production coin cost is halved.
Execute
Path Maneuver
Level: 3
Endurance: 6
Call: Execute
The assassin has learned to instantly kill helpless targets. The Assassin strikes an unresisting target or someone who is
sleeping, expends Endurance and calls “Execute”. The target suffers a successful Death Blow.
Master Assassin - Level 4
Natural Smoke Bomb
Ability
Once per day, the assassin gains the ability to disappear. This ability functions just like the Alchemy smoke bomb.
However, the assassin does not need to carry a phys-rep for this smoke bomb. The call for ability is “Natural Smoke Bomb”.
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Rupture
Path Maneuver
Level: 4
Endurance: 8
Call: Special
By carefully planning his or her attack, the assassin can cause vicious internal injuries that have no outward sign. The
assassin uses a red metal binder clip (of the approved type) and fastens it somewhere on the victim’s person. That target is
now ruptured. The assassin must tell a Marshal who they have ruptured, which rupture effect they used, and the time
when the rupture will activate. The Marshal will use best effort to ensure the victim is told to take the effect at the
appointed time.
A victim who finds a red clip on themselves must find a Marshal before they can remove the clip.
Only “negation” can prevent a rupture, but the effects are defended normally.
1) Nervous System Strike: The target will be locked in paralysis when affected by the rupture for 5 minutes.
2) Hemorrhage: The character suffers massive internal bleeding. Specifically, the target suffers from a “rend” at the
chosen time.
3) Mental Strike: The target’s neurological pathways are damaged. Either the target’s current Mana or Endurance is
halved (the assassin picks) at the chosen time.
Grand Master Assassin - Level 5
Negation
Ability
Once a day, the assassin can become completely immune to the effects of any one game effect including ones with the
“Lethal” or “Faith” carriers. The call is “Negation.”
Assassinate
Path Maneuver
Level: 5
Endurance: 10
Call: Assassinate
The assassin has learned how to kill characters instantly with a single blow. The assassin must be behind an opponent for
this maneuver to work. The assassin expends Endurance, strikes the target in the back, and calls “Assassinate!” The target
dies instantly; this attack will only be stopped by Parry, Negation, or the Taken ability.
The Avenger Path
Avengers are those who champion the cause of a god. Their weapons become the will of their deity. They are fearsome
opponents, who imbue their attacks with their god’s holy fury.
Prerequisites
In order to begin training in the Avenger path a player must reach the divine rank of 4 and 60 points spent between: divine
rank, righteousness, Faith gifts and weapon maneuvers.
Student Avenger - Level 1
Righteous Path
Ability
The Student Avenger gains a bonus level of Righteousness at no cost. In addition, for each level the Avenger gains in the
Avenger Path, they may purchase an additional Righteousness for the normal XP cost. The Avenger’s level in Righteousness
can thus be equal to their Divine Rank plus Avenger Path level.
Slam
Path Maneuver
Level 1
Endurance: 2
Call: Slam Flatten
The Avenger expends Endurance, strikes the target on the body or shield with a melee attack, and calls “Flatten”
Adept Avenger - Level 2
Restful Prayer
Ability
Whenever the Avenger would regain Faith from attending a service or praying, the Avenger can choose to instead regain
the same amount of Endurance.
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Divine Strike
Path Maneuver
Level 2
Endurance: 4
Call: Divine Strike <Damage> Faith
The Avenger expends Endurance and adds the “Faith” carrier to their next melee or ranged attack.
Expert Avenger - Level 3
Divine Courage
Ability
The Avenger becomes immune to fear effects.
Avenger’s Shield
Path Maneuver
Level 3
Endurance: 6*
Call: Avenger’s Shield
The Avenger can now summon a shield of Faith to ward off blows and attacks. To use the maneuver the Avenger expends
Endurance and calls “Avenger’s Shield.” The Avenger gains 3 magical carapace. This carapace is used before any other
defenses. This defense fades after 1 hour if not used up.
*When using this carapace, the Avenger calls, “Carapace” and expends 1 Faith Pool. If the Avenger has no more Faith Pool
they may not use the carapace and the maneuver ends.
Master Avenger - Level 4
Blessing of Devotion
Ability
The Avenger may now call on their god to cleanse and renew their bodies. The Avenger may use this ability on themselves
or members of their own religion. The Avenger must declare their use of this ability by taking a knee and calling “Blessing
of Devotion” (and then touching the target if not using on self.) The target gains regeneration 5 for 15 minutes. All negative
spell effects, all Alchemy, poisons, and most diseases (Plot approval required for diseases) are instantly removed from the
target. Once this ability is used the Avenger must attend or hold a service for their god before they may use it again.
Divine Blast
Path Maneuver
Level 4
Endurance: 8 + 1 Faith Pool per packet
Call: Divine Blast, 6 Flatten Faith
This maneuver is a burst effect. The Avenger may choose between 1-10 packets to use. The Avenger calls “Divine Blast,”
expends the endurance and 1 Faith Pool per packet, and then throws the packets and calls, “6 Flatten Faith.” For rules on
using burst spells see spell casting.
Grand Master Avenger - Level 5
Rebirth
Ability
The first time an Avenger dies each Astral Conjunction there is a chance their god will return them to life. After the Avenger
dies, their body and all possessions they had on them at the time of death disappear (report to Plot).
Retribution
Path Maneuver
Level 5
Endurance: 10, 5 Faith Pool
Call: Retribution, Rend Faith
The Avenger expends the Endurance and Faith Pool costs and calls, “Rend Faith” on their next melee or ranged weapon
attack only.
Will of the God
Prayer
Level 5
Cost: 1 Righteousness
Once per game, the Avenger must go to a shrine of their god and pray for at least five minutes. While in prayer they will
mark one target whose location and name is known to the Avenger for retribution by their god. At the end of the prayer
the Avenger must inform Plot of their target for Retribution. Plot will inform the Target of the Retribution. The target‘s Faith
Pool then drops to zero. The Target may expend a righteousness to only lose half their current Faith Pool.
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The Berserker Path
Berserkers make up the front line fighters and barbarians. They are brutal combatants who can unlock their own inner
strength. Berserkers find themselves in the forefront of every combat. Berserker maneuvers may not be used with ranged
weapons.
Prerequisites: The character must spend 60 character build between these skills: weapon maneuvers, dual-wield, magic or
Alchemy Resists, and Endurance.
Student Berserker - Level 1
Battle Scarred
Ability
This ability adds 1 to their Hide. If the character already has Hide, their Hide level will increased by one.
War Cry
Path Maneuver
Call: War Cry, every ally within 30ft restore toughness
Call: War Cry, every enemy within 30ft fear Will X
The berserker lets out a savage war cry, rallying allies or inspiring fear in enemies. The berserker picks one of two effects:
Rally: This is a 30ft sound of voice effect. All Allies within 30ft of the Berserker have their toughness restored.
Fear:
This 30ft sound of voice effect causes fear in all the Berserker’s enemies. The fear is Will based, the level
is equal to that of the berserker’s will power.
The berserker must wait 5 minutes between uses of each individual effect. Each effect has its own 5 minute Cool Down.
Level 1
Endurance: 2
Adept Berserker - Level 2
Mighty Grasp
Ability
The berserker’s years of fighting have earned him thick layers of muscles. The berserker can now wield a great sword or
pole arm with a single hand. While using them in one hand he may not use any maneuvers. Additionally, the Berserker can
now dual wield weapons that you may not normally dual wield, such as two hand and halves or a hand and half and small
spear. (GM Note: To use this ability, you must be able to safely wield these large weapons. If you cannot due to physical
limitations, work with Plot and we will come up with a new berserker ability to replace this one.)
Enrage
Path Maneuver
Level 2
Endurance: Variable
Call: <Damage> Enrage
The berserker expends as much Endurance as he wishes and the Endurance is converted into damage at 1:1 for a single
swing. The berserker may never swing more than 10 damage. This maneuver does not stack with any other maneuvers.
Expert Berserker - Level 3
Obstinate
Ability
The berserker gains a free spell resist. This resist will be in addition to any other resist that he has already bought. This will
not alter the cost of his next spell resistance that he buys. If the berserker already has 5, then this bonus will take him to 6.
The berserker can now burn his Will for Endurance at the rate of 1 for 3.
Whirlwind
Path Maneuver
Level 3
Endurance: 6
Call: Whirlwind <Damage> Flurry
The berserker has learned how to unleash his rage and strike a target with a whirlwind of blows. The Berserker adds the
Flurry modifier to a single attack. Whenever using the hand to hand Flurry, he adds an extra point of damage to his call for
that maneuver.
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Master Berserker - Level 4
Remove Limb
Ability
Once per day, the berserker may use the Sever maneuver with a hand to hand baton for free. If the target of this maneuver
is grabbed by the berserker, the effect is automatic.
Taken
Path Maneuver
Level 4
Endurance cost: 8
Call: Taken
When the berserker is struck with any effect that would cause a wound or death, or a maneuver, the berserker can expend
Endurance and make the defensive call, “Taken”. This can be used against the above effects that are Lethal. This Maneuver
can never have its Endurance cost lowered by any other effect spell magic item, ability.
Grand Master Berserker - Level 5
Combat Monster
Ability
Master weapon maneuvers now cost 1 less Endurance, and have an additional +1 damage bonus when used. The Berserker
may now use any known weapon maneuver with any type of weapon, except for ranged weapons or shields. The Berserker
may now improvise weapons from available materials: logs, limbs, rocks, frying pans, and so on. Improvised weapons swing
-1 the berserker’s damage based on the size category. The player is responsible for having an appropriate and approved
phys-rep for the improvised weapon.
Murder
Path Maneuver
Level 5
Endurance: 10
Call: <Damage> Murder
The berserker expends Endurance and adds the carrier “Murder” to his next strike. If the blow lands on the target’s chest
and causes a wound, the wound will be a mortal wound. If the berserker strikes any location other than the chest, the
target must resolve the damage, but the wound is not mortal. If the berserker is dual wielding weapons, then for no
additional Endurance cost, he may swing both weapons simultaneously. Both hits must be resolved as separate Murder
attacks.
The Marksman Path
Marksmen are fighters who excel at precision combat. Their warfare ranges from long ranged to close and they make
excellent skirmishers.
Pre-requisites: 60 points in tracking, traps, sneaking, and weapon maneuvers.
Student Marksman - Level 1
Ranged Disarm
Path Maneuver
Level 1
Endurance: 2
Call: Ranged Disarm <Item>
The Marksman expends Endurance and calls “Ranged Disarm <Item>” with their next ranged attack. If the attack Lands
anywhere on the targeted character, the item specified is Disarmed. See the maneuver, Disarm, for a description of the
effect.
Superior Aim
Path Maneuver
Level 1
Endurance: 2
Call: <Damage +1>
The Marksman expends Endurance and calls “<Damage +1>” with their next ranged attack. This maneuver stacks with any
other Ranged or Marksman maneuver, but only applies to a single attack.
Monster Lore
Ability
The Marksman can ask Lore questions about any monster. The questions can be general questions or about fighting style,
weaknesses, and habits. For each level of Marksman gained, an additional Monster Lore is gained.
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Adept Marksman - Level 2
Rapid Fire
Path Maneuver
Level 2
Endurance: 4
Call: Rapid Fire <Damage> <Damage>…
The Marksman expends Endurance, calls, “Rapid Fire” and then can throw ten (10) arrow packets for their current ranged
damage. These packets must have a six inch tail. This maneuver cannot deliver effects other than damage. All packets
must be thrown within two minutes. Once this maneuver has ended, the Marksman must wait for one minute before using
it again.
Master Tracker
Ability
The Marksman gains a bonus level of Tracking, even if this would take them above a normal maximum. Additionally, when
alone, they can only be tracked by other Master Trackers or by someone using magical aids to track.
Expert Marksman - Level 3
Lurk
Path Maneuver
Level 3
Endurance: 6
Call: Lurk
The Marksman expends Endurance holds an orange ribbon over their head and calls, “Lurk.” For the next five minutes,
while the ribbon is held, the Marksman is hard to detect, as if they were Sneaking. The Marksman may only walk or talk
while this ability is active, but they can hold a weapon. This ability can only be used outdoors. Once the Lurk ends, the
Marksman must wait one minute before Lurking again.
Trick Shot
Path Maneuver
Call: Trick Shot <Damage> <Location> Pin
or Call: Trick Shot <Damage> <Location> Pierce
or Call: Trick Shot <Damage> <Location> Disarm <Item>
With a ranged weapon, the Marksman expends Endurance, Designates a target and calls, “Trick Shot <Damage>
<Location>” and either “Pin,” “Pierce,” or “Disarm <Item>.” The target takes the effect as if struck by a weapon in the
named location, and resolves both the damage and the specified effect. Pin, Pierce, and Disarm are described elsewhere.
This may only be used once per minute. Note that this does not require line of sight and it can bypass a Wall.
Level 3
Endurance: 6
Master Marksman - Level 4
Maiming Blow
Path Maneuver
Level 4
Endurance: 8
Call: Maiming Blow, Wound Slow
The Marksman expends Endurance and calls, “Maiming Blow, Wound Slow” with one ranged weapon attack. The Slow
effect is described in the Effects section.
Master Trapper
Ability
The Marksman’s traps take twice as long to be disarmed, and once per flux, the trapper can set one trap and make it deliver
its effect as Lethal. The tag on the trap should be marked appropriately.
Grand Master Marksman - Level 5
Relentless Barrage
Path Maneuver
Level 5
Endurance: 10
Call: Relentless Barrage
The Marksman expends Endurance and calls, “Relentless Barrage.” For the next ten minutes, all of the Marksman’s Ranged
and Marksman maneuvers cost half Endurance, rounded up, and the Marksman’s cool-downs for Rapid Fire, Called Shot,
and Trick Shot are reduced to 15 seconds. This maneuver may only be used once per Flux.
Marked for Death
Ability
Once per Flux, the Grand Master Marksman designates a target within 30 feet and line of sight by name or gesture and
calls, “Marked for Death. Slow.” The Marksman can now call, “Counter <ability>” to prevent the target from using any of
the following abilities: Earth Meld, Tree Teleport, Smoke Bomb, Shadow Jump, Shadow Walk, Invisibility, Teleport, Shadow
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Meld, Blink Strike, Lurk, Sneaking, and Limited Flight for the next five (5) minutes. The Marksman must remain within 30
feet of the target, who is Slowed.
The Protector Path
Protectors are those few that have dedicated their lives to the protection of people and places. Knights, bodyguards, royal
guards, and battlefield commanders are often protectors. Sometimes protectors make squads of die-hard shock troops,
using their abilities to form a near invincible front line.
Prerequisites: The character must spend 60 character build between these skills: blocking, shield maneuvers, armor use,
fortitude, and weapon maneuvers.
Student Protector - Level 1
Armor Reinforcement
Ability
The Protector may ignore the effects of a single attack that would bypass, break or destroy his armor or his shield. Effects
with the Lethal or Faith modifier may not be resisted with this ability. When struck, the Protector calls, “Protector Resist.”
This ability can be used once a Flux.
Mock
Path Maneuver
Level 1
Endurance: 2
Call: Mock
The protector can mock targets, causing them to attack him. The protector expends Endurance and calls “Mock” on their
next melee attack. If the attack Lands on the target’s body, the target must attack and try their best to damage the
protector for 30 seconds, or until the Protector is rendered Helpless. The target can defend against other attackers while
Mocked.
Adept Protector - Level 2
Bodyguard
Ability
The protector chooses, at any time, a single person to guard and announces “I am your Bodyguard.” As long as that person
stays within 30 feet of the protector, they gain a bonus Fortitude. If the person steps away from the Protector, the
Protector becomes Helpless, or if the Protector says to them, “You’re on your own,” the Fortitude is lost and a wound
absorbed by this bonus Fortitude becomes Sealed. When the ability ends, the protector must wait at least 10 minutes
before using Bodyguard on that person again. Multiple Bodyguards will grant multiple Fortitudes. You cannot Bodyguard
yourself.
Second Wind
Path Maneuver
Level 2
Endurance: 4
Call: Second Wind
The Protector expends Endurance and calls “Second Wind” to instantly restore his toughness. The Endurance cost of this
maneuver may never be lowered.
Expert Protector - Level 3
Glue
Ability
Any shield the Protector is using can only be damaged as if it were magical, and cannot be disarmed or otherwise knocked
from the Protector’s grasp.
Take Weapon
Path Maneuver
Level 3
Endurance: 6
Call: Take Weapon
The Protector can now deny their opponent the advantage of a weapon. To use this maneuver, the Protector must have a
single handed weapon in one hand, and the other hand free or wielding a shield. The Protector must strike either the
weapon or the arm holding it and call “Take Weapon”. The opponent must then surrender the weapon to the Protector,
who is free to do with it as they wish. If the target has protection against disarms or monstrous strength, the maneuver will
have no effect.
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Master Protector - Level 4
Root
Ability
They become immune to all knockdown and knockback effects that do not have the Faith or Lethal carrier with them.
Intercept
Path Maneuver
Level 4
Endurance: 8
Call: Intercept
The Protector has gained the ability to intercept and block attacks or spells that were meant for others. When another
character is attacked, the Protector expends Endurance and strikes that character, calling “Intercept!” The affected
character can then ignore the previous attack or spell. The Protector now takes the game effect that they intercepted just
as if the attack had Landed on them instead of the original target. If the Protector misses, or waits longer than 5 seconds
before attempting the intercept, the maneuver fails. The Protector cannot use any maneuver on an effect which is
intercepted.
Grand Master Protector - Level 5
Lasting Endurance
Ability
The protector gains two additional Endurance Pool for every level of Stamina they have. Now their Endurance regenerates
at the rate of 7 Endurance Pool (8 for Orcs) for every half hour of rest.
Guardian
Path Maneuver
Level 5
Endurance: 10
Call: Guardian
The protector picks a building, item, person, or location, expends Endurance and calls out “Guardian”. The protector may
expend a point of his Will to gain a Magic Resist, an Alchemy resist, or a level of fortitude. A point may also be used to
resist a weapon maneuver or to perform a weapon maneuver. Each bonus will cost the protector 1 Will, and he can choose
to gain many of these bonuses, so long as he has enough Will to spend. If struck with something, the protector should call
“Guardian Resist”. This maneuver lasts for 10 minutes.
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P r o du c t i o n
Production represents the time and effort spent working towards crafting various items, researching varied topics, or any
other skill which requires its expenditure. Production may only be spent during downtime, which is the space of time
between events. A character may spend production on a skill over time by designating the task as a “Project”. A character
may take as long as they need to complete the project, but may only have one project at any time.
Productivity
This skill is the means by which a character can increase the amount of production they can spend during downtime. There
are four levels to this skill. Each level adds a cumulative bonus to a character’s inherent level of production. All characters
begin with a base of 20 production points that they can spend on various skills during downtime. By purchasing this skill a
character effectively increases their ability to effectively Manage their time. Characters with high levels in this skill simply
accomplish more in less time.
Base
Level 1
Level 2
Level 3
Level 4
Production Points per
Downtime
20
40
60
80
100
Profession
A Profession is a skill a character may take up in order to generate income through the expenditure of production during
downtime. Professions can range from menial tasks such as mining, fishing, and carpentry, to more artistic endeavors such
as singing, painting, and dancing. When a character spends production in their profession, it represents the time and effort
put into their chosen field during the time between events. As one might expect, a character will receive payment for their
work. The amount of payment received is directly related to the amount of production spent in a profession. A character
may only have one profession, unless the character possesses the Industrious advantage, in which case they may have two.
Industrious characters may only buy their second profession after they have reached tenth level in their first. A character
may only spend as much production in their profession as their level allows, but may spend less. If a character spends less
production than their maximum, they receive the income from the level equal to the amount of production spent.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Production
10
20
30
40
50
60
70
80
90
100
Income
5 Copper
1 Silver
1 Silver, 5 Copper
2 Silver
2 Silver, 5 Copper
3 Silver
4 Silver
6 Silver
8 Silver
1 Gold
Refining
Refining is the process of changing a mundane item into a minor magic item. Items that can receive a refinement start as
simple jewelry, belts, hats, cloaks, gloves, and other various sundries. A Refiner uses this skill to embellish these mundane
items with a magic to bestow a unique physical enhancement upon the wearer. Refinements are less powerful than most
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magic items created by means of order rituals, but they are cheaper to create and therefore are more common. Refining is
an art that combines mundane crafting skills, magic, and alchemical science.
There are ten levels to the refining skill. Each level has four recipes, which the refiner learns on reaching that plateau.
Once a refinement is placed on an item, it is considered to be a viable target for in-game skills and abilities, and is
considered to be part of the game’s economy. Bonuses from refinements are not cumulative; having multiple refinements
of the same type on different items has no additional effect. For example, having a refinement of +6 Mana on a ring, and a
refinement of +15 Mana on a necklace, does not stack for +21 Mana. The player would only gain +15 Mana, since it is the
higher-level refinement.
Refinements do not act as a substitute for character point expenditures for the purposes of satisfying a prerequisite. For
example, a character has Toughness 7 and is wearing a belt with a refinement of +3 Toughness, raising his Toughness to 10
while wearing the belt. He may not buy fortitude until he spends character points to raise his Toughness to 10.
Refinements only affect a character if the item is actually being worn in the proper place. As soon as the item is removed
from the proper place the refinement bonus is lost. A character may have as many refined items as they wish. For example
if +1 Will hat is in a players backpack, and not on his head, he is not granted the additional +1 Will until he puts the hat on
his head.
A character may wear one ring per hand, one glove per hand, one bracer/bracelet per wrist, one cloak, one hat, one mask
or pair of goggles/eyewear, one necklace/amulet, one belt/belly chain, one brooch/medal, one tabard, and one on each
piece of armor. (These limitations refer to refined items only. This means that although a player can wear several rings on
one hand only one of those rings can be refined etc.)
Cloak:
Hat:
Brooch:
Eye/Mask:
Neck:
Torso Armor:
Tabard:
Arm Armor:
Arm Armor:
Bracer:
Glove:
Bracer:
Ring:
Glove:
Ring:
Belt:
Leg Armor:
Leg Armor:
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A character does not gain the benefit of a refinement until the item has Attuned with the Mana flux, which takes place
during the second flux after the item is in the character’s possession. If a player gives a refined item to another character,
the receiving character will have to wait until the second flux until that player will gain the bonus from the refinement.
Refinements such as the +1 resist of either magic or Alchemy is for a single use for an astral conjunction. Once a character
has used the resist from the refinement, that item’s magical charge is used and any player must wait until the next astral
conjunction to use the resist from the refined item. Also, a player who uses a single use refinement from an item cannot
put another item on with the same refinement and use it during that game. For example Mark the troll and Jeff the elf each
have rings with +1 Magic Resist on them. Mark the troll uses his refinement Magic Resist to resist a fireball spell. Another
player cannot use the ring, even if taken by force; no one would be able to use the ring until the next astral conjunction. If
Mark the troll’s ring was stolen, and Jeff the elf gave his ring to Mark the troll, Mark couldn’t use the Magic Resist from that
ring until the next astral conjunction either.
An item with a refinement on it can never gain another refinement (with the exception of the binding refinement). Items
that have been refined cannot be enchanted through ritual magic, or other means.
Refinement Creation
Refining as a skill can only be performed during game. As a result, no production is required to create refinements.
Refiners use various tools to implement their craft. Players choosing to take this skill for their character should equip their
character with props to represent these tools so they can properly role play crafting the refinement. Such items may
include a mortar and pestle, magnifying glass, tweezers, jeweler’s tools, carving tools, sewing needle and thread etc.
To get an item refined the player must locate a GM and present the item they are wishing to refine along with all the
ingredients that the desired refinements recipe calls for, including the monetary cost in order for them to actually be able
to use this skill. After that is done the player must begin crafting the item in game. The duration of this role-play is based
on the refinements level. The formula for this is 6x the level of the refinement calculated in minutes. Once the process is
completed and all costs have been paid the GM will create a tag for the item and hand it back to the player who did the
refinement. Once the tag is written, the item is now subject to being stolen, destroyed, sold or traded. The players must
provide their own props for the refinements and if the item gets destroyed the player cannot use that prop in game any
longer. If that item gets stolen or is sold/traded to another character the Owner of the refined item has the choice to
surrender the prop to that individual or they can give that individual the tag for the item and retire that prop from game.
As stated before, in addition to the monetary costs each item has a unique recipe. These recipes require a combination of
potions, scrolls, gemstones, a particular blood type and various alchemical elixirs. The potions and scrolls listed in these
recipes are derived from the imbuing skill. (Unstable versions of these items created through the casting of the universal
magic spell create scroll / potion cannot be used to satisfy the recipe requirements listed for refinements). Each type of
refinement requires a different type of blood. This blood must be fresh. Fresh blood is considered an unstable item;
meaning that its usefulness for purposes of refining only lasts to the end of the game it was acquired. Acquiring the blood
can be done in a few ways. An individual can harvest the blood from a corpse that is less than 1 hour old. The blood may
also be attained from a conscious willing subject. In order to harvest the blood from a live subject, a wound must first be
inflicted to any one of the five locations; torso, left leg, right leg, right arm, left arm. This wound will yield one usable vial of
fresh blood. Drawing the blood from a wound is done on a ten count. (I withdraw your blood one, I withdraw your blood
two…etc.) Once withdrawn, a GM should be notified so that a tag may be made for the vial of blood. Blood may also be
withdrawn from a helpless target. The method is the same as if the target were conscious, meaning that a wound must still
be delivered and a ten count must still be performed.
Upgrading Refinements - A Refiner may use a lower level refinement and upgrade it to a higher level refinement of the
same type. The process for doing this will destroy the lower level refinement in the creation of the higher level one.
However the money cost of the lesser refinement is subtracted from the new one. However all other materials must still be
used.
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Refinement Costs
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Monetary Cost
2 Silver
4 Silver
6 Silver
8 Silver
1 Gold
2 Gold
4 Gold
6 Gold
8 Gold
10 Gold
Time to Create
5 Minutes
10 Minutes
15 Minutes
20 Minutes
25 Minutes
30 Minutes
35 Minutes
40 Minutes
45 Minutes
1 Hour
Refinements
Stable Bandages
Refinement
Bandages enhanced with this refinement become stable.
Resilience
Refinement
Once attuned, objects carrying this refinement enhance the wearers Resilience by the listed rating.
Mana
Refinement
Once attuned, objects carrying this refinement enhance the wearers Mana Pool by the listed rating.
Endurance / Stamina
Refinement
Once attuned, objects carrying this refinement enhance the wearers Endurance Pool or Stamina level by the listed rating.
Poison Resistance
Refinement
Once attuned, objects carrying this refinement enhance the wearers Poison Resistance by the listed rating.
Disease Resistance
Refinement
Once attuned, objects carrying this refinement enhance the wearers Disease Resistance by the listed rating.
Padded Armor
Refinement
A character who wears this refinement may call Armor against Subdue level damage.
Toughness
Refinement
Once attuned, objects carrying this refinement enhance the wearers Toughness by the listed rating to a maximum of 10.
Willpower
Refinement
Once attuned, objects carrying this refinement enhance the wearers Will by the listed rating to a maximum of 10.
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Carapace
Refinement
Once attuned, this refinement will enhance your natural Carapace rating by the listed amount. The wearer does not gain
any benefit from this refinement unless they have the Carapace physical advantage to begin with.
Faith
Refinement
Once attuned, objects carrying this refinement enhance the wearers Faith Pool by the listed rating.
Blood Bottle
Refinement
A blood bottle allows a character to store one wound’s worth of blood to be used later. Blood stored in the blood bottle is
stable and will last until used. Only a single wound of a single creature type or race may be store in the bottle at a time.
Once created the blood bottle becomes a tagged item, and the refiner must present an approved phys-rep for the item on
its creation.
Magic Bag
Refinement
The magic bag is a magic item that protects the items inside of it. Items inside of it cannot be pick pocketed, destroyed, or
broken. If the magic bag is destroyed, all items inside of it must resolve the same effect that destroyed the bag. The
maximum size of a magic bag is 10” by 10” by 10”. The phys-rep must be approved by GM on creation.
Fighter’s Gloves
Refinement
Once attuned, this refinement must be placed on a pair of gloves or hand wrappings. It functions as a Master Crafted
weapon for Hand-to-Hand maneuvers. All of the martial artist’s Hand-to-Hand maneuvers performed while wearing the
gloves are reduced by 1 to a minimum of 1. This bonus does not stack with any other Master Craft bonuses.
Armor
Refinement
Once attuned, this refinement increases the rating of a piece of armor by 1, to a maximum of 9. This refinement only
applies to the armor rating of the location on which it is worn. This refinement can only be placed on armor with a rating of
1 or higher.
Hide
Refinement
Once attuned, this refinement increases the rating of a user’s hide by 1, to a maximum of 9. This refinement only applies to
the hide rating of the location on which it is worn. The character must have the Hide physical advantage in order to benefit
from this refinement.
Healer’s Kit
Refinement
This refinement must be placed on a first-aid healing kit. All of the bandage costs of the user are reduced by 1 to a
minimum of 1.
Crafter’s Gloves
Refinement
Once attuned, this refinement reduces all of the user’s in-game production time by half for the following skills: Armor
Smith, Weapon Smith, Refining, the Create Unstable Potion/Scroll spell, and Alchemical Processes.
Magic Resist
Refinement
Once attuned, this refinement gives the character an additional Magic Resist per Astral Conjunction.
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Alchemy Resist
Refinement
Once attuned, this refinement gives the character an additional Alchemy Resist per Astral Conjunction.
Regeneration
Refinement
Once attuned, this refinement increases the character’s regeneration level by 1 to a maximum of 5.
Binding
Refinement
Once attuned, an item with this refinement becomes Soul Linked to the character. This refinement may be placed on an
item that already has a refinement.
Weapon Damage
Refinement
This refinement must be placed on a weapon. It increases the damage of the weapon by 1 to a maximum of 10.
Righteousness
Refinement
Once attuned, this refinement gives the character an additional Righteousness per Astral Conjunction. This refinement must
be applied the Sacred Symbol required by the components.
Arcane Ability Refresh
Refinement
Once attuned, this refinement automatically refreshes the first appropriate arcane ability used by the character each day.
This refinement will only refresh arcane abilities purchased with experience. Spell Potency and Channel Higher Magic will
not be refreshed by this refinement.
Fortitude
Refinement
Once attuned, this refinement grants the character an extra level of Fortitude.
Level
1
1
1
1
Refinement
Stable bandages (10)
Resilience +1
Mana +6
Endurance +2
Cost
20 unstable bandages, blood (any)
Shifted Blood, Crushed Flawed Pearl, Blood Thickening Tonic
Fae Blood, Serum of Insight, Crushed Flawed Citrine
Orc Blood, Burning Soul Potion, Crushed Flawed Topaz
2
2
2
2
Poison Resistance +1
Disease Resistance +1
Padded Armor (1)
Toughness +2
Shade Blood, Dark Fae Blood, Remedy Potion, Crushed Flawed Emerald
Shade Blood, Changed Blood, Remedy Potion, Crushed Flawed Emerald
Human Blood, Harden Scroll, Stone Skin Potion
Ogre Blood, Tenacity Tonic, Crushed Flawed Pearl
3
3
3
Will +1
Carapace +1
Faith +5
3
Blood Bottle
Glyche Blood, Crushed Flawed Amethyst, Burning Soul Potion, Ashes of a Strip Will Scroll
Dendrite Blood, Barkskin Potion, Crushed Flawed Pink Tourmaline, Augment Scroll
Touched Blood, Sacred symbol of a god other than the one worshipped by the holder,
Two opposing flawed gems
A 6 oz or larger bottle, Blood from at least 5 different races or kits, 20 additional silver
4
4
4
4
Poison Resistance +2
Disease Resistance +2
Toughness +3
Magic Bag
Shade Blood, Dark Fae Blood, Remedy Potion, Crushed Brilliant Emerald
Shade Blood, Changed Blood, Remedy Potion, Crushed Brilliant Emerald
Ogre Blood, Tenacity Tonic, Crushed Brilliant Pearl
A bag, A brilliant gem of each school
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5
5
5
Stamina +1
Mana +15
Faith +10
5
Fighter’s Gloves
6
Armor +1 in 1 location
6
6
6
Hide +1 in 1 location
Carapace +2
Healer’s kit
7
7
7
Toughness +5
Resilience + 3
Will +2
7
Crafter’s gloves
8
8
8
Magic resist
Alchemy resist
Regeneration +1
8
Binding
9
9
9
Mana +30
Stamina +2
Faith 15
9
Carapace +4
10
Weapon damage +1
10
Righteousness +1
10
10
Arcane ability refresh
Fortitude +1
Orc Blood, Burning Soul Potion, Crushed Brilliant Topaz
Fae Blood, Serum of Insight, Crushed Brilliant Citrine
Touched Blood, Sacred symbol of a god other than the one worshipped by the holder,
Two opposing brilliant gems
Minotaur blood, Troll blood, Orc blood, Bloodlust potion, Crushed Brilliant Amethyst
Korgahn Blood, Reinforce Armor Potion, Crushed Brilliant Diamond, Ashes of a Strip
Armor Scroll
Dryad/Satyr Blood, Glacier Skin Potion, Crushed Brilliant Sapphire, Augment Scroll
Dendrite Blood, Barkskin Potion, Crushed Brilliant Pink Tourmaline, Augment Scroll
Life Shifted Blood, Blood of a Master Life Mage, Re-growth Scroll, Cleanse Wound Potion
Ogre Blood, Tenacity Tonic, Crushed Flawless Pearl, Ashes of a Strip Toughness Scroll
Shifted Blood, Crushed Flawless Pearl, Blood Thickening Tonic
Glyche Blood, Crushed Flawless Amethyst, Liquid Courage Tonic, Ashes of a Strip Will
Scroll
Blood of an Order Shifted, Rebuild Gel, Ashes of a Melt Scroll, 2 Uncommon Essences
Korgahn Blood, Any Flawless Gem, Resist Magic Potion, Reflect Potion
Satyr Blood, Any 9th or 10th Level Alchemy, Resist Alchemy Potion, Shield of Winds Potion
Troll Blood, Dendrite Blood, Reconstruct Scroll, Crushed Flawless Emerald, Valor Scroll,
Alchemy Full Restore Tonic
Human Blood, Elf Blood, Alchemical Glue, Crushed Soul Sphere, target’s blood
Fae Blood, Elf Blood, Serum of Insight, Crushed Flawless Citrine, Liquid Mana Tonic
Orc Blood, Troll Blood, Liquid Endurance Tonic, Crushed Flawless Topaz
Touched Blood of two different deities, Sacred symbol of a god other than the one
worshipped by the holder, Two opposing flawless gems
Dendryte Blood, Changed Blood, Barkskin Potion, Crushed Flawless Pink Tourmaline,
Augment Scroll, Re-growth Scroll
Minotaur Blood, Juggernaut Elixir, Crushed Flawless Ruby, Alchemy Explosive, Blazing
Weapon Potion, Empower Potion
Touched Blood, Blood of a Zealot of a deity opposing the one of the holder, Sacred
Symbol of another deity than the one that the individual receiving the refinement
worships, Ashes of a Sacred Tome of a deity other than that of the holder
Elf Blood, Fae Blood, Serum of Insight, Banish Scroll, Steal Magic Potion,
Ogre Blood, Troll Blood, Orc Blood, Petrify Scroll, Morph Potion, Crushed Flawless
Diamond, Booster Fortitude Tonic
Smith
Smith in our game comes in two forms; Weapon Smith and Armor Smith. These skills allow for the creation of a variety of
items in both a typical form and eventually a Master Crafted version, which bestows a specific benefit depending on the
type of item. A starting character cannot begin our game knowing how to make Master Crafted items, and must apprentice
to a master smith in order to advance. This master can be an NPC, or a PC with the Teaching skill. If the master is an NPC, it
is up to the player to satisfy any tasks they require in order to be accepted as an apprentice. These tasks can include
presenting examples of your work, crafting a specific set of items, or any other task the master deems appropriate. If the
master is pleased with your performance, and agrees to teach you the skill, then you may buy the next level of your chosen
craft.
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In the skills below, ability to repair broken or destroyed items are granted. All of these abilities have an in game time
requirement. This time should be spent enacting and role playing the actions you are taking as a smith.
Armor Smith
Armor Smith is a skill which is used to make armor pieces. It ranges from levels 1 to 10 and each level allows the Armor
Smith to make a new type or quality of armor. Armor is made using production and has a monetary cost. At level 6 Armor
Smith the Armor Smith now can make Master Crafted armor.
Players which create armor with this skill must supply their own armor to wear. Any armor brought into game this way
must be cleared with a GM.
Repairing Broken or Degraded Armor
An Armor Smith may repair or fix any types armor. If the Armor Smith can make that type of armor already it will take 5
minutes to repair one piece of armor. If the Armor Smith wishes to repair a type of armor they cannot make with this skill it
will take 10 minutes to repair one piece of armor.
Rebuilding Destroyed Armor
Some effects completely destroy armor. An Armor Smith can rebuild any single piece of armor that has been destroyed, so
long as they have the skill to make that piece of armor.
To Rebuild destroyed armor piece the Armor Smith must spend 2 minutes per skill level required to normally make the
armor. There is also a cost of 2 copper per level of the repaired piece. This monetary cost represents materials needed to
rebuild the piece. If the smith wishes to rebuild armor they must inform a GM that they are going to do so and hand in the
coins at that time. Some armor pieces are so far gone that they cannot be rebuilt. Effects which completely annihilate the
armor, such as the Incinerate and Disintegrate spells, are examples of effects that destroy armor in a fashion where it
cannot be rebuilt.
Rebuilding Magical Armor
Rebuilding any piece of destroyed Magical armor requires GM approval. An Armor Smith can only rebuild magical armor
that they could only make master-work versions of. Rebuilding a piece of magic armor requires a piece of Levinium. The
smith must spend 10 minutes per skill level required to make the master-work piece of armor to make these repairs.
Creating Magical Armor
On attaining level 10, the Armor Smith gains the ability to make special armors, out of magical components. Examples
include, skins or furs of a magical creature, magic ores, and/or working Levinium into the armor. These recipes must be
found or learned in game, each recipe and the materials required to make it are unique.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Item
Leather, Padded*
Studded and Heavy
Leather, Ring Mail
Chain mail, Hardened
Leather
Scale Mail, Splint Mail,
Brigandine
Plate Mail
Master Craft of Level 1
(excluding padded)
Master Craft of Level 2
Master Craft of Level 3
Cost / Limb
5 Copper
1 Silver
Prod.
1/piece
2/piece
Cost / Torso
1 Silver*, 2 Silver
4 Silver
Prod.
2/piece
4/piece
1 Silver, 5 Copper
4/piece
6 Silver
8/piece
2 Silver
6/piece
8 Silver
12/piece
2 Silver, 5 Copper
2 Silver, 5 Copper
8/piece
8/piece
1 Gold
1 Gold
16/piece
16/piece
5 Silver
7 Silver, 5 Copper
10/piece
15/piece
2 Gold
3 Gold
20/piece
30/piece
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Level 9
Level 10
Item
Master Craft of Level 4
Master Craft of Level 5
Cost / Limb
1 Gold
1 Gold, 2 Silver, 5 Copper
Prod.
20/piece
25/piece
Cost / Torso
4 Gold
5 Gold
Prod.
40/piece
50/piece
*Padded Armor is made for all locations, but only costs 1 production for a pair of arm or leg pieces, and 1 silver for the
torso. Padded Armor cannot be Master Crafted.
Master Crafted Armor
Master Crafted armor pieces have an armor rating that is 1 higher than the standard for its type. As with other Master
Crafted items, these pieces are also more difficult to break or destroy. These items are immune to break effects, and
destroy effects generated from a maneuver or spell of 6th level or lower are reduced to a break.
Weapon Smith
Weapon Smith is the skill used to create any weapon found in our game. A weapon-smith may spend production and
currency during downtime to craft any weapon he is high enough level to create. A character may not begin game knowing
higher than level 5 Weapon Smith.
Repairing Broken Weapons
A Weapon Smith may repair any type of weapon. If the Weapon Smith can make that type of weapon, then it will take 5
minutes to repair it. If the Weapon Smith wishes to repair a type of weapon they cannot make, then it will take 10 minutes
to repair the weapon.
Rebuilding Destroyed weapons
Some effects completely destroy weapons. A Weapon Smith can rebuild any single weapon that has been destroyed so long
as they could make that type of weapon. To rebuild destroyed weapons it takes 5 minutes per skill level required to
normally make the weapon. It will also cost the smith 2 copper per level. This money cost represents materials needed to
rebuild the weapon. If the smith wishes to rebuild a weapon, they must inform a GM that they are going to do so and hand
in the coins at that time. Some weapons are so far gone that they cannot be rebuilt. Effects which completely annihilate
the weapon, such as the Incinerate and Disintegrate spells, are examples of effects that destroy a weapon in a fashion
where it cannot be rebuilt.
Rebuilding Magical Weapons
A Magical weapon that has been destroyed must be approved with a GM before the smith may attempt to rebuild it.
Smiths can only rebuild magical weapons that they could only make masterwork versions of. Rebuilding all magic weapons
require a piece of Levinium. It will also take the smith a minimum time of 10 minutes per skill level of the item.
Creating Magical Weapons
Upon attaining level 10, the Weapon Smith gains the ability to make special weapons out of magical components.
Examples include the bones of a magical creature, magical ores, and/or working Levinium into a weapon. These recipes
must be found or learned in game, each recipe and the materials required to make it are unique.
Item Cost Production
Level 1
Level 2
Level 3
Level 4
Level 5
Item
Thrown Weapons, Javelins, Arrows, Bolts, Daggers*
Short Edged, Blunt, Hacking, and Shields
Long Edged, Blunt, Hacking, and Bows
Hand and 1/2 Edged, Blunt, Hacking, Short Thrusting, and Crossbows
Great Edged, Blunt, Hacking, and Long Thrusting
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Cost
5 Copper/ batch of 6
1 Silver, 5 Copper each
3 Silver each
4 Silver, 5 Copper each
5 Silver Each
Production
5/batch of 6
10 each
20 each
30 each
40 each
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Level 6
Master Craft of level 1**
Level 7
Master Craft of level 2
Level 8
Master Craft of level 3
Level 9
Master Craft of level 4
Level 10 Master Craft of level 5
*Daggers are not created in batches of 6, and cost 5 production each to craft.
**Master Crafted ammunition does not reduce Endurance costs from maneuvers.
1 Gold/batch of 6
2 Gold each
3 Gold each
4 Gold each
5 Gold each
55/batch of 6
60 each
70 each
80 each
90 each
Master Crafted Weapons
Master Crafted weapons are perfectly balanced, and their ease of use makes them highly sought after. These weapons
reduce the cost of maneuvers of their type by 1, to a minimum of 1. As with other Master Crafted items, these are also
more difficult to break or destroy. Master Crafted weapons are immune to break effects, and destroy effects generated
from a maneuver or spell of 6th level or lower are reduced to a break.
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Traps
Traps are mechanisms or devices that deliver effects to their victims. They can range from simple alarm traps that make
noise, to huge detonations that mortally wound everyone in their range.
Characters with the Trapping skill can set traps, manipulate traps, and even avoid the worst effects of traps they
accidentally trigger.
Traps have Triggers, Targeting, and Effects. Triggers define how a trap goes off. Targeting defines who or what is affected
when it goes off. Effects define what happens to those affected.
General Trap Rules
Trap level: The level of the trap, which is used in figuring out how long it takes to set up, is the highest level of any trigger,
targeting, or effect used in the trap.
Setting traps: Traps take 1 minute per level to set, or the time to physically set up the trap, whichever is greater. When the
trap is set, mark the kit tag as “set” and attach it to the trap mechanism. The tag shouldn’t give away the location of the
trap, but it should be obvious and easily found when the trap is triggered.
Moving traps: Traps, once armed, are immoveable except through use of the Transport Live Trap ability.
Producing traps: During downtime production, you make a trap kit which you can later set up. You must get your trap kit
and setup approved and tagged before you can set it up.
Chain reactions: A trap going off does not trigger other traps within its area (complex triggers could be an exception,
depending on their construction.)
Finding a trap: What can you do when you find a trap?
1) If you, the player, spot a trap, your character has also spotted the trap and knows it is there.
2) You cannot, without the trapping skill, interact with the trap other than to set it off with your person or items.
3) You can’t throw rocks, sticks, or other things at the trap. If you do, and you set off the trap, you take the trap
effect even if you’d normally be out of range.
4) You can avoid the area with the trap entirely, but you must actually do so.
5) You may use the Trapping skill abilities to interact with the trap, and if you have the trapping skill you may declare
what ability you are using, and then look at the level of the trap on the trap tag.
6) Most traps are very difficult to actually destroy, and attempts to destroy them (by hitting them or throwing spells
at them) will set them off. It is up to Plot to determine if an attempt to destroy a particular trap is successful.
Trapping Skill
The trapping skill may be purchased up to level 10 and is required in order to attempt to manipulate traps. Levels 8, 9, and
10 require Training to obtain. Each level provides a different ability or maneuver.
Disarm Trap
Trapping 1
Ability
If you can physically disable the basic triggering mechanism for a trap, the trap becomes inert, but it still cannot be
harvested. This takes as long as it takes to disable the trap, and the Trapper will likely want to carry a set of tools for this
purpose.
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Bypass Trap
Trapping 2
General Maneuver
Level: 2
Endurance: 2
Call: Bypass Trap
By expending endurance, the Trapper who spots a trap, can safely move past the trap without a chance of triggering it. This
does not allow the trapper to open a trapped door, box, or otherwise manipulate the trap. This cannot be used to avoid
the effect of a trap that has already been set off, so you must declare the ability before interacting with the trap.
Identify Trap
Trapping 3
Ability
By spending one minute of concentration studying the trap, the Trapper may identify any trap they have skill to make,
allowing them to learn its trigger, targeting, and effects.
Trigger Trap Remotely
Trapping 4
Ability
The trapper may affix and use a means of remotely triggering a basic trap. The method must actually fire the trigger, and
must remain under the trapper’s control.
Bypass Trap (Other)
Trapping 5
General Maneuver
Level: 5
Endurance: 4
Call: Bypass Trap <name>
By expending endurance, the Trapper may safely help another person to move past a trap without a chance of triggering it.
This does not allow the person to open a trapped door, box, or otherwise manipulate the trap.
Free Entrapped
Trapping 6
General Maneuver
Level: 6
Endurance: 4
Call: Free Entrapped
The Trapper may free items or persons who have been Entrapped by a trap. One use of this maneuver frees everyone and
everything entrapped by a single trap.
Avoid Trap
Trapping 7
General Maneuver
Level: 7
Endurance: 8
Call: Avoid Trap
If the trapper triggers a trap, they may expend endurance and avoid the effects of the trap. This cannot be used against
traps with Perfect Triggers.
Disarm Magic, Hidden, or Complex Trap
Trapping 8
General Maneuver
Level: 8
Endurance: 4
Call: Disarm Trap
By spending one minute per level of the trap with both hands on the trap or trapped object and expending Endurance, the
Trapper may disarm magical, hidden, or complex trap trigger. The disarmed trap becomes inert but cannot be removed.
Disarmed traps can be re-armed by someone with sufficient skill to create the trap.
Transport Live Trap
Trapping 9
General Maneuver
Level: 9
Endurance: 1 per 10 feet (about 4 steps)
Call: None
If the trapper can physically carry an intact, armed trap, they may expend endurance to slowly walk ten feet (no more than
1 step per second). If the trigger goes off, the trap goes off. The trapper may carry the trap in any way they wish, leaving
their hands free. They may use other abilities while transporting the trap, except for other transportation abilities (flight,
teleport, shadow step, burrow, etc.). Without this ability (such as when this ability ends), if the trap moves at all, it is
automatically triggered. If the trap is struck by any weapon or packet ability, it is triggered.
Protect Other from Trap
Trapping 10
General Maneuver
Level: 10
Endurance: 10
Call: Protect
If a person within arm’s reach of the trapper is affected by a trap, the trapper may respond with this ability by calling
“Protect from Trap.” The person they designate takes no effects from the trap.
Dismantle Trap
Trapping 10
Ability
After successfully disarming a trap, the Trapper may attempt to take that trap. This takes one additional minute per level of
the trap, and does not work on Magical or Perfect triggers. (Note that both this and the Protect Other from Trap maneuver
are gained upon gaining Trapping skill level 10.)
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Trap Types
Level
1
2
3
4
5
6
7
8
9
10
Triggers
Basic
--Pit
--Magic
--Hidden
Resetting
Complex
Perfect
Targeting
Closest Location
----Targeted Location
--5’ Radius Location
Flurry
Complex
5’ Radius Flurry
30’ Radius Location
Effects
Noise, Damage
Slow, Mark, Savage Damage
Entrap Item, Entrap Limb
Break Item, Break Limb
Pierce Damage, Destroy Item
Entrap Body, Deliver Poison
Deliver Disease
Detonate Item
Deliver Alchemy
Deliver Spell, Damage Mortal Wound
Trigger Descriptions
Basic Trigger
Level 1
Trap Trigger
Basic triggers are mechanical or simple triggering mechanisms. They may not be constructed with any electronics more
sophisticated than a light, switch, and buzzer. They must have both audible and visual indicators that they were triggered,
and they must latch on. Once triggered, the trap is destroyed. These traps must have a marked center of effect within 10
inches of the trigger.
Pit Trigger
Level 3
Trap Trigger
Pit triggers are areas marked out that take effect when an individual sets their weight within the marked area. The area
may be up to the level of the tracker, squared, in square feet. Pit traps remain in effect even after they are triggered, but
spell, alchemy, and poison effects only affect the first victim. Victims, if they are able, must spend 10 seconds to climb out
of the pit. The center of effect of these traps is the physical center of the marked area. Cannot be Evaded.
Magic Trigger
Level 5
Trap Trigger
Magical triggers can use technology such as optical sensors, motion sensors, pressure sensors and other methods to
simulate a magic trigger. They must have both audible and visual indicators that they were triggered, and they must latch
on. Once triggered, the trap is destroyed. These traps must have a marked center of effect.
Hidden Trigger
Level 7
Trap Trigger
These traps do not require a physical trigger, and take effect when a simple condition set by the trapper is met. These traps
must have a marked center of effect. They may require a GM to use, and they require GM approval.
Examples:
 The person who open this door.
 The person who opens this chest.
 The next person who touches the golden idol.
Resetting Trigger
Level 8
Trap Trigger
Resetting triggers go off every time their condition is met. For example, a hidden resetting trigger on a door might go off
every time the door is opened.
Complex Trigger
Level 9
Trap Trigger
These traps do not require a physical trigger, and can have a set of complex conditions that must be met to trigger the
effect. These traps must have a marked center of effect.
Example: This trap will wait for the next healing spell to go off, then detonate.
Perfect Trigger
Level 10
Trap Trigger
This must be combined with any other trigger, and this trap cannot be Disarmed, Bypassed, Avoided, destroyed, Evaded, or
Dismantled.
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Targeting Descriptions
Closest Location
Level 1
Trap Targeting
The body location closest to the center of effect takes the trap effects. Can be Evaded.
Targeted Location
Level 4
Trap Targeting
The person closest to the trap takes the trap effect to the location set by the Trapper. Can be Evaded.
5’ Radius Location
Level 6
Trap Targeting
Everyone within 5 feet of the trap takes the trap effect to the specified location. Cannot be Evaded.
Flurry
Level 7
Trap Targeting
The person closest to the trap takes the effect to each body location. Cannot be Evaded.
Complex
Level 8
Trap Targeting
The trapper may set a variety of conditions for the targeting, including a particular individual, members of a race or religion,
or other creative conditions. Complex targeting must be approved by Plot. For example, a complex flurry targeting may
cause a flurry of the effect on the nearest Fae within 30 feet.
5’ Radius Flurry
Level 9
Trap Targeting
Everyone within 5 feet of the trap takes the effect to each body location. Cannot be Evaded.
30’ Radius Location
Level 10
Trap Targeting
Everyone within 30’ of the trap takes the effect to the specified location. Damage is halved for traps with this trigger.
Cannot be Evaded.
Trap Effect Descriptions
Noise
Level 1
Trap Effect
Triggers Allowed: Any
Duration: Until silenced.
Targeting Allowed: None required.
These traps make noise. The trap mechanism generally produces the noise, and might be bells, an electronic buzzer, a
whistle, a bang, or whatever other sound the Trapper builds into their trap (within reasonable limits imposed by Plot.)
These traps do not require targeting, and if they use a basic trigger, the trigger need not be paid for separately.
Consequently, these are by far the least expensive traps to make. A Trapper can use their Disarm ability to silence an alarm,
but they must actually silence it. Others cannot silence such a trap.
Damage
Level 1
Triggers Allowed: Any
Duration: Instant
Physical Damage is dealt to the target as if a blow had landed.
Slow
Level 2
Triggers Allowed: Any
Duration: 5 Minutes
A Slow effect is delivered to the target. See the Effects list for a description.
Trap Effect
Targeting Allowed: Any
Trap Effect
Targeting Allowed: Any
Mark
Level 2
Trap Effect
Triggers Allowed: Any
Duration: Astral Conjunction
Targeting Allowed: Any
The trap marks the target which sets it off, so that the trapper who set the trap will know who set the trap off. There is no
way for anyone else to indentify or know that the target that is marked. Targets marked by such a trap must notify Plot.
The trapper who set the trap may ask Plot to point out who has been marked, and Plot will attempt to do so.
Savage Damage
Level 2
Triggers Allowed: Any
Duration: Instant
Savage Damage is dealt to the target as if a blow had landed.
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Trap Effect
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Entrap Item
Level 3
Trap Effect
Triggers Allowed: Any
Duration: Until freed
Targeting Allowed: Location Only
All items on the targeted location are stuck in the trap and can only be removed by utilizing the Free Entrapped ability.
Entrap Limb
Level 3
Trap Effect
Triggers Allowed: Any
Duration: 30 Minutes or Until freed
Targeting Allowed: Location Only
The location targeted by this trap, which must be a limb, is stuck in the trap and can only be removed by utilizing the
Trapper’s Free Entrapped ability. Characters with their limbs entrapped can have them severed by anyone with a blade by
using a 10-count. At the conclusion of the 10-count, the limb is Severed and the target takes a wound to that limb.
Break Item
Level 4
Triggers Allowed: Any
Duration: Instant
All items on the targeted location take a Break effect.
Break Limb
Level 4
Triggers Allowed: Any
Duration: 30 Minutes or Until freed
The location targeted by this trap, which must be a limb, is broken.
Pierce Damage
Level 5
Triggers Allowed: Any
Duration: Instant
Physical Damage is dealt to the target as if a blow with the Pierce carrier had landed.
Destroy Item
Level 5
Triggers Allowed: Any
Duration: Instant
All items on the targeted location take a Destroy effect.
Trap Effect
Targeting Allowed: Location Only
Trap Effect
Targeting Allowed: Location Only
Trap Effect
Targeting Allowed: Any
Trap Effect
Targeting Allowed: Location Only
Entrap Body
Level 6
Trap Effect
Triggers Allowed: Any
Duration: 30 Minutes or Until freed
Targeting Allowed: Location Only
The characters targeted by this trap become Helpless and are stuck in the trap and can only escape if someone disarms the
trap or utilizes the Free Entrapped ability on them.
Deliver Poison
Level 7
Trap Effect
Triggers Allowed: Any
Duration: As the Poison
Targeting Allowed: No AoE
The trap delivers a Poison Effect to the target. Area of Effect targeting (5’ and 30’ radius) cannot be used. If Flurry targeting
is used, each location takes a dose of the poison. The poison tag must be affixed to the trap. The trapper must be able to
create and use the Poison in order to put it into the trap.
Deliver Disease
Level 7
Trap Effect
Triggers Allowed: Any
Duration: As the alchemy
Targeting Allowed: No AoE
The trap delivers an Disease Effect to the target. Area of Effect targeting (5’ and 30’ radius) cannot be used. If Flurry
targeting is used, each location takes the Disease’s effect. The disease tag must be affixed to the trap. The Trapper must
have access to a vial that contains the disease.
Detonate Item
Level 8
Triggers Allowed: Any
Duration: Instant
All items on the targeted location take a Detonate effect.
Deliver Alchemy
Trap Effect
Targeting Allowed: Location Only
Level 9
Trap Effect
Triggers Allowed: Any
Duration: As the alchemy
Targeting Allowed: No AoE
The trap delivers an Alchemy Effect to the target. Area of Effect targeting (5’ and 30’ radius) cannot be used. If Flurry
targeting is used, each location takes the Alchemy’s effect. The alchemy tag must be affixed to the trap. The Trapper must
be able to create and use the alchemy in order to put it in a trap.
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Deliver Spell
Level 10
Trap Effect
Triggers Allowed: Any
Duration: As the spell
Targeting Allowed: No AoE
The trap delivers a Spell Effect to the target. Area of Effect targeting (5’ and 30’ radius) cannot be used. If Flurry targeting
is used, each location takes the Spell’s effect. The spell must be cast by the trapper as the final step in setting the trap.
Damage Mortal Wound
Level 10
Triggers Allowed: Any
Deals a mortal wound to the torso of the target(s).
Duration: Instant
Trap Effect
Targeting Allowed: Any
Trap Costs
A given trap can consist of one trigger, one targeting type, and multiple effects. Add the cost of the trigger level, the cost of
the targeting level, and the cost of each effect level.
For example: Let’s construct a trap with a Magic Trigger with Flurry Targeting, that delivers Pierce Damage and Slow effects.
That’s Levels: 6, 8, 5, and 2. Adding productions costs from the table below gets us 12+16+10+4=42 production and adding
coin costs gets us 20+50+15+4=89 copper. We’ll describe the mechanism we plan to use to Plot when we check in, and get
issued a Trap Kit tag. The Trap Kit will take 8 minutes to set (the highest level from the list).
Level
1
2
3
4
5
6
7
8
9
10
Production cost
2
4
6
8
10
12
14
16
18
20
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2c
4c
6c
10c
15c
20c
30c
50c
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Poisons
General Poison Rules





Poisons have Types (Deadly, Bane, Weakness, etc.) and Potencies.
You can create poisons of the Type or Potency up to your level in the Poisoning Skill
A given poison coating is used when it lands, or when the user swings a number of times equal to their level in
Poison Mastery.
Poisons, once applied, cannot be removed and reused.
Poisons, once applied, do not last past the end of game.
Applying Poisons
Poisons are applied in three forms:
 Weapon Coatings
The poison tag must be attached to a weapon phys-rep. It cannot be used on hand-to-hand batons.
 Contact Poisons
The poison tag is attached to a single item, and coats an area with a radius not larger than 6 inches. The next
person who touches the item must resolve the poison effect, at which time the tag is destroyed. The tag is also
destroyed at the end of game.
 Ingested Poisons
The poison is attached to up to one plate of food, or one container of liquid not larger than one gallon. Everyone
who consumes either the food or liquid must resolve the poison effect. If a poisoned food or drink is mixed into a
larger container, the effect is diluted becomes ineffective.
1.
2.
3.
Applying poisons takes as long as it takes to attach the Poison Tag to the item.
There is no call to apply a poison.
A given item may only have one Weapon Coating or Ingested Poison applied to it at a time. Multiple Contact
Poisons can be applied to an item, but the areas covered cannot overlap.
Using Poisons
Poisoning
Skill
This skill allows you to create, identify, and use Poisons. If you see something that has a poison tag on it, you must have the
Poisoning skill to know that the item is poisoned. You can identify poisons that you can make.
If you touch any poison tag and you do not have the Poisoning skill, you take the effect. This does not use up the poison.
This does not mean someone can touch a tag to you and expect it to take effect.
If you touch a weapon with a coating, and you do not have the Poisoning skill, you take the effect. This does not use up the
poison. If someone touches you with a weapon with a Weapon Coating, and it’s not a legal swing with a proper call, you do
not take the effect.
Using Weapon Coatings
To use a Weapon Coating you must have Level 1 Poisoning. Swing the weapon at your target and call “<Type> Poison
<Potency>” (i.e. “Weakness Poison 3”) You get as many swings as your Poisoning Level, until the effect lands. Armor, Hide,
Carapace, do not protect against Weapon Coatings. You cannot use maneuvers with a Weapon Coating. If you attack or
use offensive maneuvers with a coated weapon, the coating is wasted.
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Using Contact and Ingested Poisons
Once you have applied a contact or ingested poison, you must make sure that people have a way to know the item is
poisoned. There are a few ways to do this. The easiest is to put the tag on the item prominently, or otherwise put up some
kind of sign. You can, if you like, put the tag in a subtle location and then oversee the trap. You cannot drop out of game to
do this, except to briefly tell the victim they’ve been poisoned. If you did not provide proper marking or Marshalling, and
someone handles the item, you cannot go back and complain that they didn’t take the effect. For example, if you stick a tag
beneath someone’s plate, you must let them know when they take their first bites of the food, not when their plate is being
cleared away. You can ask that a staff member act as Marshal for a poison you’ve applied, but if they are unable to help, it
is up to you to manage the poison.
Creating Poisons
Poisons are production items created during downtime. They are unstable items, lasting three games. Look up its Type in
the Poison Types to determine its cost in coin. Look up its Potency in the Poison Potency table to determine its cost in
Production.
Poison Types
Level
1
2
Coin
2c
4c
Name
Slow
Weakness
Duration
1 Minute
1 Hour
3
4
5
6
7
8
6c
8c
1s
2s
4s
6s
Endurance
Mana
Wound
Paralyze
Deadly
Allergy to Magic
1 Minute
1 Minute
Instant
1 Minute
1 Minute
1 Hour
9
8s
Bane
Instant
10
1g
Soul-burn
1 Hour
Effect
The target is Slowed as per the Slow effect.
The target’s melee damage is reduced by 1 for the duration. This
effect will stack.
The target cannot use Endurance Pool for the duration.
The target cannot use Mana Pool for the duration.
Opens a Wound on the location struck.
The target is completely Paralyzed and is considered helpless.
At the end of the duration, the target dies.
When created, a school of magic is selected. The target gains the
disadvantage Weakness to Magic for that school for the duration.
This poison cannot be cured.
When created, the poison master selects a race. The target of that
race dies when poisoned.
Targets under the effects of this poison cannot be returned to life by
any means short of a Plot Effect if they are killed within the
duration. No soul sphere can be created from the victim. This
poison cannot be cured.
Poison Potency
Potency
1
2
3
4
5
6
7
8
9
10
Production
2 Prod.
4 Prod.
6 Prod.
8 Prod.
10 Prod.
12 Prod.
14 Prod.
16 Prod.
18 Prod.
20 Prod.
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A lc h e m y
Alchemy is a chemical science of combining various mundane ingredients to produce a quasi-magical effect. This manmade science attempts to accomplish goals that the arcane arts alone cannot achieve. Some of the effects produced
through this science mimic the functionality of certain spells. Most are unique, and have caused alchemy to become
popular amongst both the common folk and the nobility. At its inception, alchemy was considered crude, and the lazy
man’s magic. It is now considered a high art, and is practiced by many scholars throughout Ith.
Alchemical recipes can create Tonics, Gels, and Vapors with various quasi-magical effects.
Alchemical processes are powerful effects that can only be attempted by those who have mastered simple alchemy.
Learning Alchemy
To begin using alchemy, a character must learn the basics of Chemistry. To create alchemy from known recipes, the
character must learn Concocting and must find and study the recipe itself.
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Your Chemistry level must be equal to or higher than your Concocting level.
You cannot study recipes higher than your Concocting level.
You cannot study a new recipe until you have studied two recipes of one level lower.
The quest to learn high levels of Concocting is to find a recipe of that level in-game.
You cannot learn Experimentation until you have learned two level 10 recipes.
Creating Alchemy
Most Alchemy is created during downtime using the Concocting skill, production, and coin. Notify Plot prior to the game of
what alchemy you intend to create.
Concocting
Skill
You may concoct alchemies if you know the recipe. Alchemy may only be created during downtime and requires both
production and coin per the following chart.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Cost
2 Copper
4 Copper
6 Copper
8 Copper
1 Silver
2 Silver
4 Silver
6 Silver
8 Silver
1 Gold
Tonic
1 Prod.
2 Prod.
3 Prod.
4 Prod.
5 Prod.
6 Prod.
7 Prod.
8 Prod.
9 Prod.
10 Prod.
Gel
2 Prod.
4 Prod.
6 Prod.
8 Prod.
10 Prod.
12 Prod.
14 Prod.
16 Prod.
18 Prod.
20 Prod.
Vapor
3 Prod.
6 Prod.
9 Prod.
12 Prod.
15 Prod.
18 Prod.
21 Prod.
24 Prod.
27 Prod.
30 Prod.
Batch Concocting
This allows alchemist to create a batch of a single recipe and type in quantities of 4. They pay the monetary and production
costs listed below, and create 4 alchemies of that type.
Level 1
Level 2
Cost
6 Copper
12 Copper
Tonic
2 Prod.
4 Prod.
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4 Prod.
8 Prod.
Vapor
6 Prod.
12 Prod.
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Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Cost
18 Copper
24 Copper
3 Silver
6 Silver
12 Silver
18 Silver
24 Silver
3 Gold
Tonic
6 Prod.
8 Prod.
10 Prod.
12 Prod.
14 Prod.
16 Prod.
18 Prod.
20 Prod.
Gel
12 Prod.
16 Prod.
20 Prod.
24 Prod.
28 Prod.
32 Prod.
36 Prod.
40 Prod.
Vapor
18 Prod.
24 Prod.
30 Prod.
36 Prod.
42 Prod.
48 Prod.
54 Prod.
60 Prod.
Using Alchemy
To use Alchemy, you must have the Chemistry skill.
Chemistry
Skill
This skill allows a character to use and identify alchemies of a level equal to their rating.
Tonics
Call: Drinking tonic one, drinking tonic two, drinking tonic three. <Tonic Name and Effect>
Action: Must act like you are drinking from the phys rep
Phys Rep: An approved bottle of ½ oz volume or greater
Tonics are vials of alchemical substances that impose their effect onto the character that ingests the tonic.
To use an alchemy tonic, a character must have the tag for the alchemy in their hand, must verbally state that they are
using the alchemy.
Any character may use an alchemy tonic.
To feed a tonic to another character, the target must be Unresisting.
Gels
Call: Applying gel one, applying gel two, applying gel three. <Gel Name and Effect>
Action: Must act out coating the target object with the gel.
Phys Rep: An approved container of ½ oz volume or greater
Gels are placed upon the target, and the target is subject to the effect of the gel. Once a gel is applied, its effects will
persist for one hour, some gels will be expended earlier as described in the individual recipe.
To place a gel upon the target you must have a high-enough Chemistry skill, the physical representation, the tag, and spend
a three count coating the target with the gel. If the target is a character, the character must be Unresisting. If the target is
an object, then the tag must be marked with the time of application and left with the object.
Vapors
Call: <Vapor Name and Effect> (Throw Packet)
Action: Throw Packet
Phys Rep: Vapor Tag and a Packet
To deliver an alchemical vapor, it must first be prepared with a three count. “Preparing vapor one, preparing vapor two,
preparing vapor three.” The phys rep for that vapor may then be held ready for up to one hour before it is thrown. If the
vapor is not used within that hour, it is lost. A character may only have a single prepared vapor at any time. Vapors are
thrown as packets and deliver their effect to the target struck.
To prepare a vapor, you must have a Chemistry skill equal to or higher than the level of the recipe.
Once a vapor is prepared, you must keep the packet in your hand and you may not have anything else in that hand. If it is
dropped, put down, or handed to someone else, it fizzles.
Unless you witness an alchemist preparing and then palming the vapor, you cannot assume you know they have a vapor
and you cannot interact with the vapor unless it’s thrown at you.
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Alchemical Recipes
Level 1
Blood Thickening
Form(s): Tonic
Duration: 1 hour
This elixir adds +2 to the user’s resilience. Will not work
on someone with a resilience rating of 10.
Awaken
Form(s): All
Duration: Instant
This elixir awakens any Unconscious or Sleeping
individual. Note that if they were Unconscious from
wounds, they may still be Incapacitated.
Paranoia
Form(s): All
Duration: 30 minutes
This elixir causes the target to become paranoid and
suspicious of all characters for the duration. The target
must role-play being nervous and untrusting around
people or in crowds, this includes close friends and allies.
Dream Cream
Form(s): Tonic
Duration: 12 hours
This alchemy will induce a nightmare or dream of the
predetermined type the next time the subject falls
asleep. If the subject does not sleep during the duration,
the elixir will not take effect.
Alchemical Dye
Form(s): Gel
Duration: 1 Day
This gel changes the color of the target’s hair.
Level 2
Coagulate
Form(s): All
Duration: Instant
When created, the race to be affected must be specified.
Only targets of that race are affected. When applied, all
wounds on the target are sealed.
Animate Dead
Form(s): All
Duration: 15 minutes
The target for this elixir must be a corpse. Once applied,
the corpse will follow the applier for 15 minutes and then
fall over. The corpse is not considered an undead and
cannot communicate in any way or use skills of any kind.
Alchemical Glue
Form(s): Gel
Duration: 15 minutes
This alchemy can be used in one of two ways: It may be
placed on a shield or weapon, The weapon or shield may
not be disarmed, or bashed, however it may not be put
down for the duration of the alchemy. The alchemical
glue may be put on any other item, which is already worn
by the character, in which case the item not be looted or
taken from the character.
Laughing Gas
Form(s): All
Duration: 5 minute
Causes target to laugh uncontrollably for the duration.
The target will need to role-play uncontrollable laughter.
Invoking and incanting durations are double while under
the effect of this alchemy.
Alchemy Subdue
Form(s): All
Duration: Instant
The target takes a subdue effect to the struck location.
The tonic form targets the torso.
Level 3
Euphoria
Form(s): All
Duration: 30 minutes
A popular substitute for alcohol, this elixir induces a
relaxed feeling in the drinker. This elixir will negate any
induced emotions in the target from magic, faith, or
alchemical effects. This alchemy will also negate a
character’s phobia for duration of the alchemy. The
effected character must role play being in a euphoric
state for the duration.
Feign Death
Form(s): Tonic
Duration: 15 minutes
Upon drinking this elixir, the target is rendered
unconscious and for all intents and purposes appears as a
corpse. Only magical means such as Death Craft and Life
Touch spells will reveal that the target is not deceased.
Any spell that affects a corpse will not work, and the
target should call, “No effect.” The target cannot end the
effects of this elixir prematurely. Other characters must
act as if they have found any normal corpse and treat it
appropriately. For example, it is inappropriate to
continue dealing weapon damage to a corpse in most
cases, but attempting to Cremate the corpse would be
quite normal.
Alchemical Acid
Form(s): Gel or Vapor
Duration: Instant
This vapor form of this recipe will degrade all locations of
any non magical armor on the struck target by 1. This
vapor may be used multiple times to reduce the targets
armor to 0, thus destroying the armor. The vapor form
of this elixir does not affect shields.
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The gel form of this recipe can be applied to a weapon,
or shield the acid deteriorates it to the point where the
weapon or shield becomes broken. If two applications of
the gel are applied, the weapon or shield will be
destroyed. The gel may be applied to other objects, such
as ropes, chains, or any non magical object that would fit
in a 2 foot cube.
Elixir of Protection, Alchemy
Form(s): Tonic
Duration: 1 Hour
This elixir will automatically Resist the next alchemy that
would affect the character, whether that alchemy is
beneficial or not. A character may only benefit from this
alchemy once per hour.
Mending
Level 5
Form(s): All
Duration: Instant
This recipe heals a single wound of the target’s choice.
The creator of this alchemy must pick a single race of
which to effect with this alchemy.
Form(s): any
Target burns 1 Will.
Catatonic Refresher
Form(s): Tonic
Duration: 10 Minutes
The target is rendered Unconscious and granted a
Regeneration of 5 for the duration. Only effects that
would remove alchemy effects will wake the target.
Forget-Me-Not
Form(s): Tonic Duration: Instant
This alchemy is used to help characters remember an ingame piece of information that they have forgotten out
of game. A GM must be present to use this alchemy.
Level 4
Poison Antidote
Form(s): Tonic or Vapor
Duration: Instant
This alchemy cures a single poison of the targets choice.
Truth Serum
Form(s): Tonic and Vapor
Duration: 5 minutes
The next three questions that the target answers, must
be answered truthfully. The target is not compelled to
speak by this alchemy. If the target chooses to
communicate in any way in response to a question, it will
be as the truthful answer to that question.
Tenacity
Form(s): Tonic
Duration: 30 minutes
Refreshes the drinker’s Toughness one minute after it is
blown. This will only refresh the targets Toughness once
before it expires.
Thought Sauce
Form(s): Any
Duration: Instant
The Target affected by this alchemy loses the last 15
minutes of their memory. Their memories will be
rearranged to make sense of the gap, and it will not be
obvious to them. If proof of memory loss is provided by
another person, the target may eventually be convinced
of the gap but will still never regain the lost memory.
The only memories not affected are those written in the
book of someone with the Good Memory advantage or
the Memory spell.
Rebuild
Form(s): Gel or Vapor
Duration: Instant
This elixir will repair any broken or damaged item.
However it has no effect on destroyed items.
Drain Will
Duration: Instant
Impact Gel
Form(s): Gel
Duration: 1 hour or until used
This gel adds +2 to swung damage to the target weapon.
The effect remains on the weapon for 1 hour or until
your first connecting blow to a target.
Elixir of Protection, Magic
Form(s): Tonic
Duration: 1 Hour
When created the School of magic to be protected
against is selected and will be specified on the tag. The
target gains an additional Magic Resist effective against
the specified school for the duration. A character may
only benefit from this alchemy once per hour.
Level 6
Suspend Toughness Elixir
Form(s): All
Duration: 5 minutes
Target cannot use Toughness or Fortitude while under
the effects of this alchemy.
Sleep
Form(s): All
Duration: 5 minutes
Target instantly falls into a deep slumber. Character will
not awaken if a wound is taken or if struck with a Death
Blow. The Awaken effect and those that remove
Alchemy will wake the target.
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Tongues
Form(s): Tonic
Duration: 30mintues
This potent alchemy grants the subject the ability to
speak and understand any language for its duration. This
tonic does not allow the target to read any language.
Alchemical Reinforcement
Form(s): Gel
Duration: 30 minutes
This alchemy enforces one item. This item will resist the
next break or destroy effect it suffers.
Strip Resistance (Disease or Poison)
Form(s): All
Duration: 5 minutes
The type of Resistance to be stripped is specified when
the Alchemy is created. This effect lowers the specified
resistance of the target to zero (0) for the duration.
Level 7
Recuperate
Form(s): Any
Duration: Instant
Consumption of this Alchemy will heal one wound on
each location on the target. This tonic must be made to
affect only one of the races.
Liquid Courage
Form(s): Tonic
Duration: 1 hour
Upon consumption this elixir replenishes the subject’s
spent Will points to full. Also, this powerful elixir
increases the subject’s effective Will by 3 for its duration.
The subject’s Will can never exceed 10. Temporary Will
points the user expends while under the effects of this
alchemy return in 5 minutes. A target many not gain this
effect more than once per day.
Alchemical Antidote
Form(s): any
Duration: Instant
The target is instantly cleansed of all alchemic effects,
positive or negative.
Gibberish
Form(s): Tonic or vapor
Duration: 5 minutes
For the duration of this alchemy no one can understand
the target. The target cannot cast magic or invoke faith.
All words spoken or written will be gibberish.
Transmutation
Form(s): Gel
Duration: Instant
This will change one common, uncommon, or rare
essence type to another, as long as they are of the same
quality. For example, you may convert an Uncommon
Death Essence into an Uncommon Life Essence. The
actual item is not changed.
Level 8
Alchemy Explosive
Form: Vapor
Duration: Instant
The alchemist creates a small explosive that detonates
impact. This can be thrown with the call, “Alchemy 8
Gouge.”
Liquid Endurance or Liquid Mana
Form(s): Tonic
Duration: Instant
This potent tonic instantly restores 10 Endurance or 20
mana to the subject. A subject can’t be affected more
than once an hour by this alchemy.
Booster Fortitude
Form(s): Tonic
Duration: 1 hour
Upon consumption of this tonic the subject gains an
additional fortitude for an hour, if the target does not
have toughness ten, then instead they gain toughness
ten
Unbinding
Form(s): Gel
Duration: Instant
This elixir will remove the “Soul Linked” descriptor when
applied to an item.
Sacred Water
Form(s): Tonic
Duration: Instant
This restores 20 Faith Pool to Invoker. It may only be
used once per Flux by a particular Invoker.
Level 9
Impact Gel Pierce
Form(s): Gel
Duration: 1 hour or until used
The next weapon swing with the weapon is delivered
with a Pierce carrier in addition to other effects.
Smoke Bomb
Form(s): Vapor
Duration: 30 seconds
Smoke Bomb Vapors do not require preparation to use.
When under the effects of this alchemy the user places
their hand on their head, and can freely walk or run to a
location of their choosing. During this time they are
undetectable and cannot be affected by anything short
of a Plot effect. At the end of the duration the user
reappears on a 3 count where ever they may be at that
time. During the phase in process the user is immobile
and completely vulnerable to attacks of any kind. This
alchemy cannot be used offensively to force a target to
disappear.
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Alchemy Full Restore
Form(s): Tonic
Duration: Instant
This elixir will deliver a Full Heal and restore broken,
destroyed, or severed limbs on the target. On Creation of
this alchemy, it must be made to affect only one of the
types of races.
Pacify
Form(s): Any
Duration: 1 hour
This elixir causes the target to cease all hostile activities.
For its duration the target cannot engage in violent and
destructive activities.
Rage
Form(s): Tonic or Vapor
Duration: 30 Minutes
The target will gain +2 to their melee damage and the
Hothead Disadvantage for the duration, but it will not
stack with damage buffs. For one hour after the effects
of the tonic end, the target will be -2 to their melee
weapon damage. This damage loss cannot be cured.
Level 10
Zombify
Form(s): Any
Duration: 1 hour
This elixir causes the target to become mindless and
completely under the control of the creator of this
alchemy. Once affected, the effects of this alchemy
cannot be removed in any fashion and will always last
the duration.
Preservation
Form(s): Gel
Duration: Varies
When this alchemy is applied on a dead character within
30 minutes of that characters demise it will cause that
body to enter a stasis of sorts that allow high level life
magic more time to bring to bring that character back to
life. This causes the characters normal time limit for a
resuscitate spell to be extended until midnight of the first
day of the next overnight event.
Second Chance
Form(s): Tonic
Duration: 12 Hours
While under the effects of this elixir, the target will resist
the next death they receive. The target can only
consume a single second chance elixir per day, starting at
the moment of ingestion. The target will immediately be
healed of all wounds, and cannot be wounded for one
minute afterwards. All pools will be drained at the
moment this effect is triggered. A GM must be informed
after a character ingests this alchemy.
Juggernaut
Form(s): Tonic
Duration: 1 minute
This elixir, when imbibed, will first cleanse the target of
all poison, magical, faith-based, and alchemical effects.
The target then will become Immune to all damage,
magical, alchemical, poison, maneuvers and faith effects.
After the duration the imbiber will suffer a Savage
Wound to all locations. Fortitude cannot be used to
avoid this effect. Regeneration will still function as
normal.
Behemoth
Form(s): Tonic
Duration: 1 Hour
The target gains a Taken as the Berserker ability, for the
duration. A target may only gain the benefit of this
alchemy once per Flux.
Experimentation
A character that knows at least two 10th level alchemical recipes can buy this skill and begin experimenting with
fundamental Alchemical Processes. After purchasing a level of Experimentation, the player must inform Plot of the sort of
experiments they wish to engage in and then begin performing these experiments in-game. (This is, in effect, a quest.) Plot
will determine if and when the experiments are successful and will reward the player with the ability to perform an
Alchemical Process of Plot’s choosing.
Alchemical processes each have a unique monetary cost and preparation time. The materials cost must be paid to a GM,
who must then be informed as to the time and place the process will be performed. Once begun, preparation must not be
interrupted or it will fail. If the alchemist suffers a wound, falls unconscious, travels more than 30 feet from the location
they started, or chooses to end the process, half of their materials are lost. If the process is attempted again during the
event, they only need to pay half the cost. Materials bought for alchemical processes expire at the end of the event they
were bought.
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Alchemic Identification
Alchemical Process
Cost: 5 Silver
Preparation: 30 minutes
This process fully identifies an item of the Alchemist’s choice. It reveals all functions, magical or mundane, the creator of
the item, as well as the Owner of the item, from the item’s point of view (no the item doesn’t come to life… or does it?) This
process will also reveal any spells currently affecting it, or the last spell to affect it.
Alchemy Brew
Alchemical Process
Cost: none
Preparation: 30 minutes
Using this process, an Alchemist may take one to ten Stable alchemical tonics of the same type. By brewing them into their
Alchemist’s Jug, it will double the number of those tonics making them Unstable in the process. The jug becomes the physrep for all of the tonics and must be approved by Plot. The Alchemist may only have one jug at a time.
Levinium Transmutation
Alchemical Process
Cost: 1 Silver per Gold transmuted
Preparation: 30 Minutes
This process was created to temper pure gold into a suitable vessel that can contain arcane energies and emit them
efficiently. During this process, the alchemist taps into the primal essence of the flux itself to transmute gold into amount
of the magical metal Levinium. It takes two gold to create one piece of Levinium.
Alchemical Bomb
Alchemical Process
Cost: 1 – 10 Silver
Preparation: 15 minutes
This process creates a bomb which can be applied to a lock, clasp, or latch, which must be attached to some open-able
object, such as a book, door, or chest. The person who opens the item takes damage equal to the amount, in silver, spent
to every location. This damage causes savage wounds, cannot be evaded, and Toughness cannot be used to negate it. It
takes as long to attach the bomb to an item as it does to securely attach the tag to the item.
Universal Component
Alchemical Process
Cost: 3 Gold
Preparation: 30 Minutes
This process creates a suitable replacement component for a sorcery ritual. The replacement must resemble the
component being replaced, i.e. Raven Feather replaces a Phoenix Feather after being treated by the process. If this
process is interrupted, the replacement component is destroyed. This process cannot replace Void, Fate, Blessed, or
Tainted essences.
Culture / Cure Disease
Alchemical Process
Cost: Varies
Preparation: Varies
Diseases vary greatly in the world of Ith. Some diseases are simple, and may be cured through magic. Others are more
complex, more unusual, and more deadly. Also, magic may not remove all signs of a disease, only the life-threatening ones.
Alchemists with this process are capable of removing all signs and symptoms of a disease through its use, especially if
combined with the ministrations of life magic. The cost and preparation time are determined by the strength of the
disease, and whether the target had his disease cured by magic beforehand. This process can also be used to create a new,
unique disease. The disease must be created by the player; including the strength, signs, and game effects. This will
determine the cost and preparation time.
Alchemic Lure/ Repellant
Alchemical Process
Cost: 1 Gold, plus special material
Preparation: 30 minutes
Lure:
This process creates an unstable compound, which must be used rather quickly. It takes five minutes to apply the
compound, and the target must be Unresisting. A person or item affected by this process will attract a certain type of
creature for six hours. The creator determines the type of creature when the process begins, must have a piece of the type
of creature’s body, and an item the creature is drawn to. No target may be affected by more than one lure, and only one
lure may be applied to a target per day. Any further attempts to apply a lure will waste the compound used. The lure will
expire at the end of the event it was created.
Repellant:
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This process creates an unstable compound, which must be used rather quickly. It takes five minutes to apply the repellent,
and the target must be Unresisting. A person or item affected by this process will repel a certain type of creature for one
hour. The creator determines the type of creature when the process begins, must have a piece of the type of creature’s
body, and an item the creature fears or finds horribly offensive. No target may be affected by more than one repellant, and
only one may be applied to a target per day. Any further attempts to apply a repellant will expend the compound used.
The repellant will expire at the end of the event it was created. A person or creature Repelled will attempt to keep at least
30 feet away from the target.
Lethal Impact Gel
Alchemical Process
Cost: 2 Gold
Preparation: 30 minutes
This process creates the ultimate weapon coat, allowing the wielder of the coated weapon to add the carrier “lethal” to
their next attack with that weapon. The coat lasts for one hour or until a blow with the weapon lands on a target. Any
character with Chemistry 10 can apply this gel to a weapon. The gel created by this process is unstable, and will expire at
the end of the event it was created.
Alchemical Dissolving Agent
Alchemical Process
Cost: 5 Gold
Preparation: 1 Hour
This process cleanses and removes all Alchemy, Alchemical Process, Magical, Ritual, or Faith based temporary effects. It
does not have any effect on permanent effects. It takes five minutes to apply to a person, object or area, or imbibed as a
Tonic.
Alchemic Metamorphosis
Alchemical Process
Cost: 10 Gold plus special materials
Preparation: 3 Hours
This process is the only known way to change from one race to another or to modify a character’s race after creation. The
experience is so traumatic that any attempt to change a second time results in death. This process must be performed on a
completely willing target. The alchemist must possess a fresh, intact, brain, heart and soul sphere of the race the target
wishes to attain. If the character wishes to become a Changed, they need only an intact corpse of the animal they wish to
resemble. If the character wishes to become a Shifted, they must have each of the magical foci for the type of magic tied to
the plane, and blood or essence of a creature from that plane. A target may not become a Fae, Dark Fae, Shade, or
Touched. The metamorphosis can remove the Changed and Shifted templates, but the Touched template may never be
removed by way of this process. Fae and Dark Fae may undergo this process if they choose. Shades cannot undergo
metamorphosis, as they are immune to Alchemy. When the process begins, the character undergoing metamorphosis falls
unconscious, and remains so for the duration. If the process is interrupted, the target of the metamorphosis begins
bleeding out immediately. After the target undergoes the change, they are incapacitated for two fluxes after the process is
completed, after which, the character comes back into game with the new race’s abilities. The player must pay the
experience point cost for the new race or template during this period, and this is the only instance in which experience may
be spent during game. If a character switches from one race to another race with a lower point cost, the difference is not
refunded in any way. A human changing to another race or template must pay an additional five experience points. This
experience must have been earned prior to undergoing the procedure, not including any earned from the event it took
place. Any race change that creates an illegal combination of race and skills causes those skills to become unusable. The
points spent on those skills are not refunded. Any knowledge or skill-related benefits are retained. (I.e. a Human Avatar of
Chaos loses a bet, undergoes a metamorphosis, and transforms into a minotaur. He can no longer cast spells, but is still
immune to chaos magic, as he is still an Avatar of Chaos.) The metamorphosis process is not to be taken lightly, and is a
serious undertaking. It is required that the player who wishes their character to undergo this metamorphosis have the
required costuming for their new race passed by a GM before the event starts.
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I m b u i n g - S c r o l ls a n d P o t i o n s
Imbuing is the skill by which mages can create scrolls and potions. An imbuer may only create scrolls or potions from spells
that they know and can cast (you cannot imbue spells you Absorb or Transfer). Spells that can be imbued are indicated in
their descriptions with either an (S) for scrolls or a (P) for potions. When using a potion or scroll, it is important that players
use the proper phys-rep (i.e. grab the wrong potion bottle, then successfully complete the five-count for another effect),
but does not cause the use of the item to fail. Both potions and scrolls must be properly phys-repped, labeled, and tagged.
After using a potion or scroll, the tag must be turned in to a GM. Scrolls must be pieces of paper at least 40 square inches
(about half a normal sheet). Potions must be small bottles, approved by Plot for safety reasons, and at least half an ounce
in volume.
Scrolls are rolled lengths of paper, tied or sealed. The scroll must have the incant for the spell intended written on it,
including any calls made, or other decisions that must be made on casting the spell. Incants written on scrolls should be ten
words or longer. After the scroll has been sealed, the name of the spell must be written on the outside. In order to use a
scroll, a character must be able to cast a school of magic (including universal) of equivalent level to the spell on the scroll. It
is possible to use scrolls of an opposing school. Scrolls do not require any Mana to cast, but are expended on the use of the
scroll. Casting a spell from a scroll requires the user to stand with both feet planted, the scroll in one hand, and the other
hand free to touch, throw a packet, etc. The incant must still be 5 seconds long when activating a scroll.
Potions are small bottles of liquid imbued with a spell effect. A potion must have a label either attached or affixed to it
somehow. A potion must be imbibed on a five-count, which if interrupted, causes the potion to be spilled and lost. No skill
is required to use a potion. A potion may be force-fed to a helpless target on a five-count.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Monetary Cost
2 Copper
4 Copper
6 Copper
8 Copper
1 Silver
2 Silver
4 Silver
6 Silver
8 Silver
1 Gold
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Spe ll Casting
Quick Creation
Here’s a quick rundown of what it takes to create a character who can cast magical spells. There are exceptions and
complications to this, but it should get most people going.
1. Pick a primary type of magic: Spiritual or Elemental.
2. Pick a school of magic from your primary type: Life, Death, Fire, Air, etc.
3. Pick a casting method: Book, Gem, or Natural.
4. Get Wizardry equal to your highest level spell.
5. Get School Knowledge skills (Pyromancy, etc.) equal to the highest level spell in that school.
6. Pick your spells.
7. Optionally, get some Arcane Abilities.
Types of Magic
You first need to pick a primary type of magic, elemental or spiritual. The two types are each made up of five schools of
magic. Spells from your primary type cost their level in points; spells from your secondary type cost double their level in
points.
Spiritual
Elemental
Schools of Magic
After you pick your type of magic you then choose a core school of magic from that type. This applies to both primary and
secondary types, so you’ll have a core school from Elemental, and a core school from Spiritual. These schools each
correspond to a different plane of existence. Each school has two opposing schools that cannot be learned, see the above
charts. If you wish to be able to cast all schools of magic there are two advantages available; Mystic Savant and True Mage,
see the Advantages/Disadvantages section for details. You must know at least sixth level spells in your current school
before beginning another school.
Exception: You may choose to learn only Universal magic. You do not need to pick a type or school for just
Universal magic. If you later decide to move beyond Universal magic you will pick a type and school at that time.
Casting Methods
There are three different types of casters in our game. Each has their own set of rules for casting magic. Caster types are
restricted by race. See the race section for details.
Gem Caster - This type of caster uses gems as foci to cast their spells. Each school of magic uses a different gem focus and
the caster must have the proper focus to cast spells from that school. Gem casters must have their focus present while
casting the spell. The gem must be clearly visible during spell casting. The gem can either be in the caster’s hand or be
present on the character in the form of a ring, necklace, circlet, bracelet, or anything similar. If you have any questions
about this please ask a Plot member. Gem foci are in-game items and count as magical, thus only spells and effects that
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destroy magic items will affect them. There are three gem quality levels. Flawed gems can be used for 1 st-3rd level spells,
brilliant for 1st-6th level, and flawless for 1st–9th level. Starting characters may have gems for all schools of magic that they
can cast, but only one brilliant for their highest school of magic.
Gem casters must have at least single hand free while casting; only their foci, components, or out of game items (such as
packets or hand to hand batons) may be held in their free hand. Gem caster incants may be
Gems
interrupted. All game effects that either cause the caster to move (such as knockback or
Fire
- Ruby
knockdown) or wound the caster, will interrupt the incant.
Air - Topaz
Water - Sapphire
Example: If the gem caster has armor 4 and is hit for 3 damage, that does not interrupt the incant
Earth - Diamond
as the weapon blow did not affect the caster by either wounding or moving her. The caster may
Nature
- Emerald
finish their incant and then call “armor” on the blow.
Death - Obsidian
Order - Citrine
If the caster has no armor and is hit by 3 damage the caster must stop incanting and resolve the
Chaos - Opal
wound.
Life - Pearl
Mind
- Amethyst
Once the incant is stopped it must be started again, from the beginning, but the Mana is not lost.
Universal
- Any
Gem casters may not run while casting spells, but may move at a walking pace. Gem caster spells
cost their level in Mana to cast.
Book Caster - Book casters store and focus their power through a magical book. While casting, book casters must have
their magic book in their hand and open. They also may not move their feet or focus their body on doing anything else
(such as dodge packets or attacks). If the book caster moves, she must restart the incant from the beginning. Any negative
game effects that affect the book caster while incanting will interrupt the incant. Book casters may only hold their magic
book, components, or out of game items (such as packets or hand to hand batons) in their hands while casting.
Each spell the book caster knows will take up one page in her book. Book casters need another mage (of any caster type) to
teach them each new spell they wish to learn; either by having the teacher write it in their book, or by copying it from their
teacher’s book. Book caster spells cost half their spell level (rounded up) in Mana to cast
Magic books - Magic books are the books that book casters need to cast spells. They count as magical items,
meaning that only effects that destroy magic items will destroy them. Only mages may write in magic books.
Magic books cannot be burned by non-magical fire. Props for Magic Books must be bigger than your own hand,
held out flat. All book casters start with a single magical book. All additional books must be acquired in game. A
single magic book will hold all a caster’s spells regardless of school or level, provide that book has enough pages to
do so.
Natural Caster- Natural casters are those that channel magic naturally through their own nature or will. Natural casters do
not need foci or books to cast spells. This grants them great freedom while casting spells. Natural casters may run, fight, or
do anything they want while casting spells, as long as they can clearly incant. Their incant is only interrupted by loss of
consciousness or speech. Natural caster spells cost double their spell level in Mana to cast.
Learning Magic
There are several requirements for learning spells:
 Wizardry must be at least the same as your highest level spell.
 Universal magic must be learned to at least the level of your highest school. Once you have attained at least one
spell in Universal 6 there are no more Universal requirements.
 Universal magic requires two spells per level be learned before moving onto the next level.
 School knowledge skills must be at least the same level of your highest spell in that school.
 Magic schools require one spell be learned per level before moving onto the next level.
 Levels 7-10 in a school of magic require a separate quest for each new level.
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

6th level must be attained in your current school before moving onto another school. Certain advantages and races
can change this, see those chapters for details.
If you wish to learn a school in the other type of magic you must also choose a core school in that type.
Wizardry
Skill
This skill is a person’s general magical knowledge. Your wizardry levels must be equal to, or higher, than your highest
school level. With the purchase of one level of Wizardry, you gain the ability, Trance.
Trance
Ability
The caster can Meditate to recover Mana at the rate of two (2) Mana per five (5) minutes. The Focused advantage
increases this rate. They must chant, hum, or otherwise vocalize for the duration, and cannot simply be silent. Physical or
magical contact of any kind (except for natural weather) will break the trance. Any out-of-game action will also interrupt
the trance, unless the character is responding to a GM’s instructions, or calls a hold for safety reasons.
Magic School Knowledge- These skills are used to cast the various schools of magic. A character
Carriers
needs to have levels in knowledge equal to their highest corresponding spell level. School levels 7Life - Life
10 each require a quest to learn. On completing the quest the character can then buy spells at that
Death - Shadow
level. A character needs to have at least one spell learned before they can begin questing for the
Chaos - Chaos
next level.
Order - Order
Knowledge skills also double as lore for that school of magic. For every two levels of knowledge
Mind - Mind
learned the character gains one level of lore for that school of magic. This lore relates to both the
Fire - Fire
th
plane, as well as general information about that school of magic. On reaching 6 level, master
Water - Water
level, the character gains the ability to speak the langue of that plane. For more information about
Earth - Earth
languages and lore see those sections of the rule book.
Air - Air
Elemental knowledge - If elemental is your primary type then these cost one point per
Nature - Nature
level, if it is your secondary they cost two points a level
Fire - Pyromancy
Water - Hydromancy
Air - Meteorology
Earth - Geomancy
Nature - Naturism
Spiritual knowledge - If spiritual is your primary type then these cost one point per level, it is it your secondary
they cost two points a level
Life - Thaumaturgy
Death - Necromancy
Chaos - Anarchism
Order - Cosmology
Mind – Mentalism
Avatars
Upon reaching 10th level of a school of magic, the caster becomes an avatar of that school of magic. They become immune
to all harmful effects from that school for magic as well as the carrier associated with that school. If struck with a spell or
carrier from that school the caster simply calls “immune”. Life avatars may pick any one other school of magic to be
immune to on becoming an avatar.
Avatar spell casting rules also change. These rules only apply to the school a person becomes an avatar of.
Gem Casters - Their gem foci become permanently fused to their body and cannot be removed or destroyed. They do no
need to have a free hand to cast spells.
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Book Casters - The book caster gains a magical tome. The tome is completely indestructible and is Soul Linked to the mage
(it can only be taken by free will). Book casters do not need the tome open to cast spells, but it must be on their person.
They may also move at a walking pace while casting. This tome may not contain spells outside of their avatar school.
Natural casters - The cost for casting spells is reduced to only the spell level.
Casting Magic
Mana Pool: Mana is the power that mages use to cast their spells. Mana is bought with character points. Mana costs one
character point per two points of Mana pool, some races buy Mana at different rates. Players start each game with their
full pool. Each spell or ritual a character casts has its Mana cost subtracted from the character’s Mana pool. Mana
normally refreshes only during flux or meditation. There are some other effects that can restore
Mana Flux
Mana; potions, spells, and magical items.
Attunement
Level 1 - 20%
Mana Flux: Mana flux occurs at Noon and Midnight (12:00am and 12:00pm). Mages who buy the
Level 2 - 40%
skill called Flux Attunement regenerate Mana during Mana flux. Each level of attunement restores a
Level 3 - 60%
percentage of the mage’s total Mana pool. While the attunement happens exactly at noon or
Level 4 - 80%
midnight, many believe that the hour following Mana Flux has special magical significance. Some
Level
5 – 100%
call it the witching hour, and some sorcerers make a point of performing their rituals at this time.
Spell Range Categories:
Self: These spells work on the caster only. At the end of the incant, the spell goes off automatically on the caster.
Touch: At the end of the incant, the mage must touch a target in order for the spell effect to take place. For safety
reasons, all touch spells must be delivered to the target with a hand-to-hand baton. If you ask a person, and they
agree, you may use your physical hand to deliver a touch spell. Upon delivering a touch spell, you must call the
effect of the spell. Touch spells must touch the person’s body, not weapons or shields.
Packet: Packet spells are used to represent ranged spells. Packets are out of game boffer items that are lightweight
and soft throwing objects. Like all boffer items, an Owner must check packets before they can use them in game
at check-in.
At the end of a mage’s incant, the mage throws their packet at a target. If the packet hits the target anywhere but
the head or fringes of baggy clothing or costume, the target must resolve the effect. If the spell does damage, such
as fire spike or the wound spell, the target takes a wound to the location that was hit. If the packet hits a shield,
the target takes the effect on the arm that the shield is worn on. Weapons hit with packets are not affected by the
spell unless the spell affects weapons, such as heat weapon.
If you do not have a packet to throw, you may not cast the spell. The packet must travel in the air even if it’s only a
few inches. Single packet spells have the option to be used as touch spells.
Multiple Packet: Some spells use multiple packets to hit targets. The spell description will list how many packets
the caster has to throw. These packets may be thrown at a single target or at different targets. Once the spell is
cast, the caster has 5 seconds per packet to throw all the packets. For example, if a spell has three packets the
caster has 15 seconds to throw all the packets. At the end of the total time, any unused packets are wasted and
may not be thrown. The mage may not cast any other spells during this time. The mage can choose to end the spell
at any time. The caster must have at least 1 packet to cast these spells and all the rules pertaining to packet spells
apply.
Sustained Packet: Sustained packet spells are special high level spells. They follow the rules for multiple packet
spells and packet spells as listed before. However, upon casting the spell the mage is gifted with the number of
packets as listed under the spell for the duration of time. Once the spell has been cast, the caster has the duration
listed under the spell to use all the packets. The mage may take other actions during this time, such as cast other
spells or fight. A character may only ever have one sustained spell cast on them at a time. If the mage casts
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another sustained spell on his or herself, their previous sustained spell is cancelled. At the end of the duration of
the sustained spell, any unused packets are wasted.
Burst Packet spells: Burst spells represent powerful, large blasts of magic in one area. Burst spells count as packet
spells. Burst spells grant the caster groups of packets, in groups of 5/10/15/20 packets. These packets are thrown
in handfuls of as many as you can throw at a time, in a single direction, to create a shotgun like effect. Any location
hit by a single packet is affected by the spell. However, per burst spell, each location, per character, may only be
affected once. If the character has less than the total number of packets for the spell, the caster may chose to use
less packets, down to a minimum of two. Characters unable to throw all of the packets at once can break the
packets into groups, but they must be thrown in the same direction as the first throw, and thrown as fast as
possible.
Area of Effect 30ft (AOE): All targets within 30ft of the caster are affected, except the caster. Players should use
their best judgment to gauge whether they are in range or not. If you are unsure whether or not you are within
range, take the spell effect and double check later. Players should never stop the flow of game to check the range
of the spell. If necessary, the caster may call a hold to explain the effects of the spell, unless they deem it
necessary. Casters should not do this every time they cast the spell. At the end of the incant, the mage must call
out, “Every one in 30 feet take <Effect>”, <Effect> being the effect of the spell. Players should get in the habit of
listening for this phrase, as it is often used for AOE spells. Players should communicate to each other when these
spells are cast to maintain the flow of game.
Wall: The caster places a rope up to twenty (20) feet long, performs their incant and casts the spell by touching
the rope. A Marshal must be present to manage the effect of the wall, and in most cases the caster must Marshal
their own wall. Walls are generally straight, but may have a single bend up to 90 degrees. The caster may pass
through the wall without taking any effect. Resist Magic cannot be used to defeat a Wall’s effects. The rope used
must be marked as specified below. Specific wall spell descriptions may deviate from these general rules. Ranged
effects will not pass through a Wall.
Sound of voice: Sound of voice spells are some of the most powerful spells in the game. The range is limited only
by the volume of the caster’s voice. They function just as AOE 30ft spells, except the range of the spell is whatever
the caster chooses. The caster may whisper the effect of the spell to the target, or shout it at the top of their lungs.
At the end of their incant, they must use the phrase “Everyone in the sound of my voice take <Effect>”, <Effect>
being the effect of the spell. Players should get in the habit of listening for this phrase, as it is used often for sound
of voice spells. Players should communicate to each other when these spells are cast to maintain the flow of
game. If you are unsure of if you are within range, take the spell effect and double check later. Players should
never stop the flow of game to check the range of the spell. If necessary, the caster may call a hold to explain the
effects of the spell, but only if they deem it is necessary. Players should not do this every time they cast the spell.
Sound of Voice / Line of Sight: This follows the same rules and Sound of Voice but also requires the targets to be
within line of site. Only major obstacles will stop the spell; walls, trees of at least five feet in diameter, buildings,
etc.
Incant and Spell Delivery
All Casters must use an incant to cast a spell.
Incants must be a minimum of three seconds long, include the name of the spell, and the name of the spell’s school.
Incants must be between 15-30 words long. Incants must be made at a normal volume voice and be clear to all those
around the caster that they are casting magic. Casters are not allowed to mumble or whisper incants. If a caster’s incant is
interrupted the spell fails and must be started from the beginning. Mana is not lost if your incant is interrupted. Different
things will interrupt your casting; see your caster type for details. Once the incant is finished, the Mana for the spell is
spent, and the caster has up to 5 seconds to use the spell (i.e. throw the packet, touch the target, or use the AOE effect).
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Self-spell effects automatically happen at the end of the incant. In order to deliver a touch or packet delivered spell you
must have at least one unimpaired arm. If your arms are wounded, bound, withered, or otherwise immobilized you may
not deliver a packet or touch spell. If the five seconds pass without the spell being delivered, the magic energies fade and
the spell is lost.
Components: These are the magical requirements that are needed to cast spells. A character must have the proper
components to begin to cast these spells. Multi-Packet spells MUST be delivered with packets. Packets are out of game
components and are normally made out of cloth and birdseed. Packets are used to cast ranged spells. Some spells, such as
wall spells and buffing spells, have components known as sashes.
Sashes: Sashes are large pieces of fabric that are components for certain “buff” spells. They represent a noticeable
change to the subject’s appearance. A sash must be a minimum of 6 inches wide and long enough to be worn
across the chest and over one shoulder (we encourage our players to make large very visible toga style sashes).
Sashes must have the school of magic that they belong to written large so it can be displayed across the chest of
the person wearing the Sash. A character may never receive the benefit of more than one sash spell at a time, but
may willingly take on the effect of another sash spell, negating the other effect. Sashes need to be clearly different
from the player’s normal costuming. All sashes need to be cleared by a Plot member or Owner before their use in
game. Sashes cannot be worn as part of a character’s normal costuming. Note that a sash spell’s effects do not
begin until the sash is put on, and the sash must be put on either during or immediately after the incant.
Using things like glitter, gems, or paint can be great ways to add flavor and really make the sash or rope stand out.
The bottom line is that sashes need to be clear to everyone who sees the character that they have that sash spell
currently active.
Sash of Fire: red, with colors of flame and fire
Sash of Water: blue, with colors of water and ice on them.
Sash of Earth: brown, with colors of stone and earth on them
Sash of Air: yellow, with colors of the sky and clouds on it
Sash of Nature: green, with colors of nature and plants on it.
Sash of Order: orange, with colors of white and orange on them.
Sash of Death: purple, with symbols of death such as skulls
Ropes: These are used with wall spells. They mark the area in which the wall is laid and if passed over the spells
effects take place.
Rope of Fire: red and orange cloth on the rope
Rope of Earth: brown and black cloth of the rope
Rope of Air: yellow and white cloth on the rope
Rope of Water: blue and green cloth on the rope
Rope of Mind: purple and grey cloth on the rope
Spell Crafting
Avatars of a particular school of magic can create new spells for that school, combining effects from spells they know in any
school they have mastered (reached Level 6). For example, Justin, Avatar of Air Magic has also mastered Fire and knows
the spells “Flame Burst” and “Air Jet”. He writes up the spell “Blowtorch” which causes “4 fire knockback” to his spell book.
The Avatar can also design spells that are simply more powerful versions of another spell, but these will often be set to 10 th
level or otherwise limited by Plot.
The steps to craft a spell are:
1. Design your spell’s proposed effects and level
2. Name the spell and submit it to Plot for approval. Plot may approve, reject, or modify the spell.
3. Creating the spell in-game will require your character to Quest
4. Once you character completes the quest, pay the character point cost and add the spell to your repertoire.
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General Spell Rules
Stacking:
Unless otherwise specified, the benefits of buff spells do not stack with other applications of the same spell, only the
duration is restarted. Certain spells, under the spell description, will state that they do not stack with other spells.
Only one Sash spell may be active on a target at a time. Only 5 (five) buff and sash spells may be active on a character at a
time.
Arcane Abilities
These are abilities for mages to buy. On reaching 6th level in a school of magic a mage may buy any of them. Under each
one it will list how many times you may use it, and if it is per day or per Astral Conjunction. Most of them have a Mana cost
that must be paid when they are used. Only one arcane ability may be used to modify a particular spell casting.
Absorb Magic
Arcane Ability
Once per day, the caster can absorb the ability to cast a spell that they cannot normally cast. To do this they must get a
willing mage to show them the spell. Outside of combat, the teacher mage casts the spell in front of the student. The
student then can cast that spell sometime before the next flux at double Mana cost.
Example: Caster A goes to Caster B and has caster B cast fireball on Caster A. Caster A Calls absorb and now has until the
next flux to cast the fireball spell for double Mana. A caster may absorb only one spell at any given time.
Channel Higher Magic
Arcane Ability
Once per Astral Conjunction, by performing a ten-second incant and spending double Mana, you can cast a spell that is one
level higher than your skill. The specific spell must be cleared with a GM before it is cast, meaning some planning is
required to used this skill. This cannot be used to cast 10th level spells. This may only be purchased once.
Counter Spell
Arcane Ability
Once per day the caster can call “Counter Spell <Spell>” in response to any spell they witness being cast as long as they
know the spell and can cast it themselves. Countering a spell costs double the Mana cost of the spell countered, and must
be done within 5 seconds of the initial cast. <Spell> being the name of the spell you’re countering. A countered spell has
no effect. This may be purchased up to ten (10) times.
Extend Spell
Arcane Ability
Once per day, the caster may increase the duration of a spell they cast. Sash spells last one hour. Buff last 3 hours. Debuffs
double their duration, and the caster must add the word, “Extended” to the call.
Flash Cast
Arcane Ability
Once per day, a caster may reduce their incant time to instant by spending double the Mana cost. The incant is removed,
and the caster calls the spell’s call, followed by “Flash Cast.”
Improved Spell
Arcane Ability
Pick one spell in your spell list and that spell will be improved in some fashion. The exact improvement is negotiated
between the player and Plot, and the point cost will vary depending on the improvement. Options such as decreased Mana
cost, increased duration, and increased damage are examples of what might be done. A player may only ever improve 3
spells.
Innate Magical Ability
Arcane Ability
The caster can cast a spell not of their school as if it were part of their spell list. The player must negotiate the spell choice
with Plot. The spell cannot exceed 7th level. The caster must be able to cast a spell one level higher than the spell they
originally chose (i.e., If Wound is chosen they must be able to cast 8th level magic). They will pay normal points to buy this
spell.
This may only be bought for up to three spells.
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Multicast
Arcane Ability
Once per day, a caster can cast the same spell twice in a row, but the second casting costs no Mana and its incant is
reduced to “Multicast <Spellname>”. This cannot be used with multi-packet, sound-of-voice, or level 10 spells.
Example: Teyar the water mage calls, “Durka, Durka, I am Teyar the Moist! Fear me and my dripping watery fury! Freeze!”
Teyar then throws a packet with the call, “Freeze.” He then readies a second packet and calls, “Multicast, Freeze!” and hurls
a second packet. Unfortunately, he misses with both and is eaten by a Snapilisk.
Spell Potency
Arcane Ability
Once per day, the caster can perform a one minute incant, pay double Mana costs and add the Lethal modifier to a single
spell. The arcane ability is spent whether the effect was resisted, dodged, etc. The Lethal carrier is only added to the actual
incantation, not subsequent “buffed” effects. For example, Blazing Weapon Lethal does not allow the user to swing Lethal
with each weapon attack. Spell Potency will not work on a spell that has an unlimited number of uses, such as Air Jet or
Immolate.
This may only be purchased once.
Spell Sling
Arcane Ability
Once per day the mage can turn any Touch spell they know into a Ranged spell. The mage gets a single packet to throw for
the call of the spell. For that single cast the spell will follow all the rules for packet spells. This can be purchased up to ten
(10) times.
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Rule #1
BECAUSE I SAID SO
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.
Air Spells
Control Air
Level:
Air 1
Range:
Self or Touch
Focus:
Flawed Yellow Topaz
Type:
A) Utility, B) Buff
Call:
None or “Featherweight”
Duration:
A) Instant. B) 30 minutes.
The caster can control air to produce one of the following
effects:
A) This spell can be used to identify any alchemical
vapor.
B) When cast on a body, the target will become light
enough to carry at a jogging pace. The target must
weigh less than 500 pounds. Upon finishing the
incant, the caster may carry the target at a jogging
pace. While carrying the target, the caster may not
engage in combat or cast any spells. If the caster
does so, the spell is dropped and so is the target.
Control Lightning
Level:
Air 1
Range:
Touch
Focus:
Flawed Yellow Topaz
Type:
A) Direct Damage, B) Utility
Duration:
A) Instant B) 30 Minutes
Call:
“1 Air”
This spell has multiple ways it can be cast. The caster
must choose one of the following effects.
A) Electricity courses through the fingertips of the
caster, shocking the target for "1 air" direct magic
damage.
B) This spell will enchant an item with a shocking aura.
This aura prevents the item from being picking up or
grasped. This spell may only be cast on an item that
is not currently being held nor attached to a person.
A Magic Resist can be spent to negate this effect.
This item is however still charged for its duration,
and effects will resolve normally on the next holder.
A note or tag must be left with the item if the item is
going to be left unattended. The tag should list the
time the effect ends.
Whispering Wind
(S)
Level:
Air 2
Range:
10 Miles
Focus:
Flawed Yellow Topaz
Type:
Utility
Duration:
Instant
Call:
None
Sends an audible message in the caster's voice to the
target of their choice. The target must be within 10 miles
of the caster (effectively, Plot determines if someone is
outside of range). The message sent must be no longer
than 20 words. This spell can take up to an hour to reach
the intended target. If the target is deaf, the spell will
have no effect. This spell cannot be dispelled, and if it is
resisted, the caster will know. The caster must contact
Plot after casting this spell in order to get the message
delivered.
Fatigue
Level:
Air 2
Range:
Packet 1
Focus:
Flawed Yellow Topaz
Type:
Alteration
Duration:
5 minutes
Call:
Fatigue
The target is Fatigued for the duration.
(S)
Stun
Level:
Air 3
Range:
Packet 1
Focus:
Flawed Yellow Topaz
Type:
Debuff
Duration:
10 sec.
Call:
“Stun”
The target is Stunned. Stun effect and duration is
described in the Effects section.
(S)
Cloud Form
(P)
Level:
Air 3
Range:
Self
Focus:
Flawed Yellow Topaz
Type:
Sash
Duration:
15 minutes
Call:
None
The caster of this spell becomes a cloud of air for its
duration. The caster is free to move becoming able to
pass through any space that air could fit into. The
physrep for this spell is a sash of air, which must be worn
by the caster for the duration. While in this form the
caster may not use any in-game ability, however you are
still visible, and immune to damage, magic, and Alchemy
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(not immune to Faith). This spell may be dispelled,
cleansed, and ended at the caster’s discretion.
Air Strike
(P)
Level:
5
Range:
Touch
Focus:
Brilliant Yellow Topaz
Type:
Buff
Duration:
30 minutes
Call:
None
The caster enchants the target's ranged weapon attacks
with air magic, increasing the damage delivered by one
and changing the damage type to “Air” for the duration
of the spell. This spell does not affect incantations,
invocations, or effects originating from magical items.
Shock
Level:
Air 4
Range:
Self
Focus:
Brilliant Yellow Topaz
Type:
Buff
Duration:
30 minutes (Until used)
Call:
"Magic Great Bash"
The caster’s weapon become magically charged with
lightning.
Once during the duration, the caster may swing their
weapon, calling “Magic Great Bash.” This is not the
maneuver, and may not be countered, but can otherwise
be defended against as a spell. See the maneuver “Great
Bash” for more detail.
Air Jet
(P)
Level:
Air 4
Range:
Self
Focus:
Brilliant Yellow Topaz
Type:
Buff
Duration:
15 Minutes
Call:
“Knockback”
Upon casting this spell, the caster chooses an arm, and
can now deliver the effect through the palm of that
hand. During this spell the caster can move at a walking
pace. The caster stands and points their palm at a target
and announces "Knockback". The target is then knocked
back, and cannot approach the caster as long as the
caster keeps pointing their hand at the target. The caster
can then choose another target after standing still and
performing a three count. If a target is struck with an air
jet while they are invoking, incanting, or attacking, their
action is interrupted. If the target uses a Magic Resist to
defeat this effect, the caster cannot select them again as
a target without recasting the spell.
Lightning Bolt
(S)
Level:
5
Range:
Packet 1
Focus:
Brilliant Yellow Topaz
Type:
Direct Damage
Duration:
Instant
Call:
“3 Air Pierce”
The caster harnesses the power of lightning to throw a
packet for "3 Air, Pierce" direct magic damage. See the
Pierce modifier for a description of this effect.
Shield of Winds
(P)
Level:
6
Range:
Self
Focus:
Brilliant Yellow Topaz
Type:
Buff
Duration:
30 minutes or until used
Call:
“Shield of Winds”
This spell negates the effects of a single ranged weapon
attack or alchemical vapor that hits the caster during the
duration.
Choke
Level:
6
Range:
Packet
Focus:
Brilliant Yellow Topaz
Type:
Debuff
Duration:
5 minutes
Call:
Stun, Stun… Stun.
Target is Stunned. Once they have hit the target with
this spell, the caster may stand in place, hold their hand
up with a choking gesture, and can call “Stun” at will
against the target. If a Stun effect ends, then the spell
ends. Stun effect and duration is described in the Effects
section.
Force Blast
(S)
7
30ft radius
Flawless Yellow Topaz
Debuff
5 minutes
“Everyone within 30 feet, Knockback,
Fatigue”
By harnessing the power of air everyone in the sound of
the caster’s voice is knocked back, and then suffers the
Fatigue effect.
Level:
Range:
Focus:
Type:
Duration:
Call:
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Summon Air Elemental
Level:
7
Range:
Touch
Focus:
Flawless Yellow Topaz
Type:
Summoning
Duration:
A) One Flux. B) Plot discretion
Call:
Summon Air Elemental
The caster can either summon a minor elemental from
the plane of Air who will serve the caster’s wishes, or
seek the assistance of a more powerful, intelligent
creature from that plane.
A) When summoning a minor elemental, the player of
the caster finds a friend or asks Plot for the service
of an NPC. That person then becomes the Air
elemental for the duration. The caster must provide
costuming for the elemental at least consisting of a
tabard and either face paint or a mask. See the
appendix, summoned creatures, for the stats of the
creatures.
B) When seeking the assistance of a powerful
elemental, the caster must seek out Plot before
casting the spell. The response to the summons is
entirely at Plot’s discretion, but the summoned
entity will typically be friendly to the caster, and will
generally not stick around for more than an hour.
Tornado
Level:
9
Range:
Packet 1
Focus:
Flawless Yellow Topaz
Type:
Debuff
Duration:
Instant
Call:
Tornado
The target of this spell is lifted off the field by a tornado,
and taken to a distant location. The target of the spell
immediately walks at a normal pace in a direction chosen
by the caster for five minutes with their hand on their
head or wearing a white headband. After five minutes
the character is set down. Non-corporeal targets are not
affected by tornados. Only a Plot effect can affect a
target being moved by Tornado.
Chain Lightning
Level:
9
Range:
Packet 6
Focus:
Flawless Yellow Topaz
Type:
Multi-Packet / Direct Damage
Duration:
Instant
Call:
“4 Air, Pierce”
This spell grants the caster the ability to hurl six (6)
lightning bolts at several targets for “4 Air Pierce”.
(S)
Thunderclap
(S)
10
30ft radius
None
Alteration
10 minutes
Everyone in 30 Feet, Knockdown, Stun
10 Minutes
This spell knocks-down and stuns all creatures within 30
feet of the caster at the moment of casting. The caster is
not stunned by their thunderclap.
Teleport
Level:
8
Range:
Self
Focus:
Flawless Yellow Topaz
Type:
Buff
Duration:
Instant
Call:
”Teleport”
Upon finishing the incant, the caster puts their hand on
their head and immediately walks at least at a normal
pace up to 150 feet (approximately 60 steps) in any
direction without pause, then reappears. While walking
with their hand is on their head, the character cannot be
affected by anything short of a Plot effect.
Level:
Range:
Focus:
Type:
Duration:
Call:
Wall of Storms
(S)
Level:
8
Range:
Wall
Focus:
Flawless Yellow Topaz
Type:
Wall
Duration:
30 minutes
Call:
Magic Great Bash, Flatten
This spell creates a 20 ft long, 10ft tall wall of rushing air
and electricity. Anyone coming into contact with the wall
suffers a Magic Great Bash to any weapons or shields in
their hands, followed by a Flatten. The phys-rep for this
spell is a rope of air, up to 20 feet long.
Tempest
Level:
10
Range:
S.O.V. / L.O.S.
Focus:
None
Type:
Debuff
Duration:
15 minutes
Call:
“Hold, Tempest, Unresistable”
A violent storm wracks the sky and everyone within the
sound of the caster's voice is lifted by a strong gust of
wind. The affected characters place their hands on their
heads and stand in place for the duration. During that
time, the caster can point to any of the affected
characters, and move them to any point within the
caster's line of sight. At the end of the duration, the hold
ends and all affected characters return to play
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immediately whether they have been placed by the
avatar or not. The caster may choose to end the spell at
any time during the duration with a three count. (Three,
two, one. Lay on.) This spell may only be cast once every
Flux. Only a Plot effect can affect a character being
moved by Tempest.
Chaos Spells
be known or felt immediately as well as the outcome will
be random. This spell will not effect a ritual that has
been successfully aborted. Upon a successful cast of this
spell the caster must report to Plot and tell them that
they have cast this spell. The minimum Mana cost for
this spell is equal to the level of ritual that you are trying
to feedback.
Strip Toughness
(S)
Level:
Chaos 2
Range:
Touch
Type:
Debuff
Focus:
Flawed Pink Opal
Duration:
5 minutes
Call:
Strip Toughness
This spell will remove a target’s Toughness and a player
will not be able to use fortitude for the duration. Any
effect that restores Toughness will negate this spell
instantly and restore the Toughness.
Chaos Script
Level:
Chaos 1
Range:
Self
Type:
Utility
Focus:
Flawed Pink Opal
Duration:
Permanent
Call:
Chaos Script
This spell allows the caster to write messages using
completely unintelligible and random markings in place
of letters and numbers. Chaos Script may only be read
by those who can cast the spell. Anything written in
Chaos script must be labeled at the top of the document
as such. A decoded version of the letter must be written
and available upon translation for a player or request
from Plot. One casting of this spell will allow the caster
to write one page of chaos script.
Alter Tracks
(P)
Level:
Chaos 1
Range:
Self
Type:
Buff
Focus:
Flawed Pink Opal
Duration:
30 minutes
Call:
Alter Tracks
This spell changes the tracks that the caster leaves to
resemble that of an animal of the casters choice. The
majority of the time, this makes tracking the caster
nearly impossible. When using this spell, the player must
inform Plot. If the tracks made by this spell are detected
as magical, they can be dispelled or cleansed. The
modified tracks last until the next Astral Conjunction.
Chaotic Feedback
(S)
Level:
Chaos 2
Range:
L.O.S., and within 30’
Type:
Debuff / GM
Focus:
Flawed Pink Opal
Duration:
Instant (triggers after
completion/cessation of ritual)
Call:
Chaotic Feedback
This spell allows the caster to alter rituals and their
outcomes. Chaotic Feedback can alter the outcome of
rituals dramatically. Chaotic Feedback triggers after the
completion of the ritual, and its affects may or may not
Strip Will
(S)
Level:
Chaos 3
Range:
Touch
Type:
Debuff
Focus:
Flawed Pink Opal
Duration:
Instant
Call:
“Burn Will 1”
This spell will reduce the targets Will by one (1) and is
recovered as normal for expended Will.
Shatter
(S)
Level:
Chaos 3
Range:
Packet (1)
Type:
Debuff
Focus:
Flawed Pink Opal
Duration:
Instant
Call:
“Break <Item>”
The specified non-magical armor, weapon, shield, or
other item that would fit within a 4 foot cube is Broken
unless it is Master Crafted.
Forked Tongue
Level:
Chaos 4
Range:
Touch
Type:
Debuf
Focus:
Brilliant Pink Opal
Duration:
5 minutes
Call:
“Forked Tongue, Will <Will>”
A target affected by this spell will have their casting
times for incantations and invocations doubled. In
addition, whenever asked a question while under the
influence of this spell the target must respond with false
information. A target cannot stay silent when asked the
question, they must respond.
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Strip Armor
(S)
Level:
Chaos 4
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Pink Opal
Duration:
5 minutes
Call:
“Strip Armor”
Any armor location struck by this spell will have the
rating of all armor on that location reduced to zero for
the spell’s duration.
Dispel
(S)
Level:
Chaos 5
Range:
Touch
Type:
Debuff
Focus:
Brilliant Pink Opal
Duration:
Instant
Call:
“Dispel”
This spell will remove any and all active magic on the
target, including all spells active on the target’s weapons
or items. Any magic items in possession of the target
that carry unused charges will not be affected by this
spell. Summoned items, elementals, and walls cannot be
dispelled.
Sever Link
Level:
Chaos 5
Range:
Touch
Type:
Debuff
Focus:
Brilliant Pink Opal
Duration:
5 minutes
Call:
“Sever Link, Will <Will>”
This spell temporarily causes invokers to lose their ability
expend Faith Pool for the duration. Relics and Faithbased items are not affected by this spell. If an invoker is
struck by this spell while attempting to perform a
miracle, the casting of the miracle will be interrupted and
have to be restarted.
Destroy Focus
Level:
Chaos 6
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Pink Opal
Duration:
Instant
Call:
“Destroy <Focus>”
This powerful chaos spell allows the caster to destroy any
called foci on a target. The type of focus must be stated
in the call, (i.e. “..Incant.., I destroy your brilliant ruby!”)
It be specific enough to convey which type of focus you
are targeting. This spell only destroys one Focus per
casting.
Warp
Level:
Chaos 6
Range:
Packet 1
Type:
Utility
Focus:
Brilliant Pink Opal
Duration:
Instant
Call:
“Warp <point>”
Upon striking a target with this spell, the caster must
point in a direction of their choice. The target of the
spell, upon being struck by the packet, immediately
warps out of reality and must walk at least at a normal
walking pace 125 feet (about 50 steps) in the designated
direction that the caster chose. The caster may not be
the target of this spell.
Burn / Siphon Mana
Level:
Chaos 7
Range:
Packet (1) / Touch
Type:
Debuff
Focus:
Flawless Pink Opal
Duration:
Instant
Call:
“Burn/ Siphon Mana 14”
This spell has two effects: If cast as “Burn Mana,” then
the spells range is considered packet. When target is
struck the caster burns 14 Mana from the target’s Mana
pool. If this spell is cast as “Siphon Mana” the spells
range is touch. Upon finishing this incant while touching
the intended target, the caster will siphon 14 Mana from
the targets Mana pool into their own. This spell always
costs 7 Mana to cast, regardless of caster type.
Strip Magic
(S)
Level:
Chaos 7
Range:
Packet (1)
Type:
Debuff
Focus:
Flawless Pink Opal
Duration:
5 minutes
Call:
“Strip Magic <Item>”
Turns one magical item into a non-magical item for
duration of spell. The caster calls the item they wish to
strip. The magic item turns into a normal item, and all
spells or abilities that it had are lost for the duration of
this spell.
Morph
(P)
Level:
Chaos 8
Range:
Self
Type:
Utility / GM
Focus:
Flawless Pink Opal
Duration:
Flux
Call:
None
Allows caster to change their physical appearance (i.e.,
skin tone, hair or eye color) for the duration of spell. The
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caster cannot change size, voice or skill set. When a
character wishes to cast morph, a GM must be present.
It is possible the winds of chaos will bless them with
abilities of the race they morph into. The morph spell
can also have interesting side effects on the character if
used too often. Characters who wish to cast morph must
bring the appropriate makeup and costuming with them
to game so that they can better represent and role-play
this effect.
Mirror
(P)
Level:
Chaos 8
Range:
Self
Type:
Buff
Focus:
Flawless Pink Opal
Duration:
30 minutes or until used
Call:
“Mirror <spell effect> Unresistable”
This spell is the caster’s last laugh against other spell
casters. This spell forces an attacking spell caster to
suffer the effects of their spell as well, this is known as
the mirror effect. Unless a Magic Resist is used, the
mirror effect triggers at the caster’s discretion before any
other in game abilities can be used. Once this effect is
triggered, both characters must then resolve the effects
of the spell as if the effect had landed on the same
location. A mirrored spell can be mirrored, which will
cause the defending character to resolve the attacking
spell twice. Spells with an area of effect, or spells with a
range of Sound of Voice will not trigger the mirror effect.
Detonate
Level:
Chaos 9
Range:
Packet (1)
Type:
Debuff
Focus:
Flawless Pink Opal
Duration:
Instant
Call:
“Detonate <Item>, 8 Chaos Torso”
Upon casting this spell the intended in game item for
detonation must be named in the incant. If un-resisted,
the target must also resolve 8 Chaos direct damage
attack to the torso. If successful, targeted non-magical
and Master Crafted items will be destroyed, and any
magical item that is targeted by this spell will only be
“broken” and can be repaired.
Steal Magic
(P)
Level:
Chaos 9
Range:
Touch
Type:
Buff
Focus:
Flawless Pink Opal
Duration:
30 minutes
Call:
“Steal Magic <Spell>”
In order to steal a spell, the caster must have firsthand
knowledge that the target can cast that spell. The
character must then cast Steal Magic and touch the
target. Upon touching the target the caster must name
the spell they are stealing. The target of this spell still
retains the ability to cast the spell being ‘stolen.’ For the
duration the caster may cast the stolen spell as if it were
a level 9 spell on their list. A character may only have
one Stolen Spell at a time. Level 10 spells cannot be
stolen in this manner.
Disintegrate
(S)
Level:
Chaos 10
Range:
Packet (1)
Type:
Instant Death Effect
Focus:
None
Duration:
Instant
Call:
“Disintegrate”
Any character struck with a Disintegrate spell is
immediately vaporized, leaving no trace of the target’s
body or any of the items that they were carrying. A
character that has been disintegrated cannot be
resuscitated through the use of magic or Faith, and
cannot be revived through the use of first aid, because
there is no body. This spell is so formidable, that even
powerful life resurrection rituals have trouble bringing
back characters that have been disintegrated. A
disintegrated character can only be ritually resurrected
within three months time.
Requiem of Chaos
Level:
Chaos 10
Range:
Sound of Voice
Type:
Debuff
Focus:
None
Duration:
5 minutes
Call:
“Requiem of Chaos, Unresistable”
When this spell is cast, all effected targets have their
Mana and Endurance pools reduced to zero. Any active
magical effects in the area are dispelled. All affected
targets have their melee and ranged weapon damage
reduced to subdue for the duration of this spell. All
magic items in the area will be considered non magical
for the duration of this spell. The caster of this spell is
unaffected. This spell may only be cast once a Flux.
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Death Spells
Death Tongue
(P)
Level:
Death 1
Range:
Self
Type:
Buff
Focus:
Flawed Obsidian
Duration:
30 minutes
Call:
“Death Tongue”
This spell allows a Caster to see and speak to any spirits
or ghosts within his L.O.S. Conversations with ghosts and
spirits can yield varying results, as many ghosts are
insane, violent, stupid, confused, cursed or controlled.
Only the caster can understand the spirits. Ghosts and
spirits are marked with yellow headbands.
Death Craft
(S)
Level:
Death 1
Range:
Touch
Type:
Utility
Focus:
Flawed Obsidian
Duration:
Instant
Call:
“Death Craft”
Upon touching any unanimated corpse, the caster will
know the approximate time the creature died. This spell
cannot be cast on the corpse of an incorporeal creature.
This spell will inform the caster whether an unanimated
corpse was killed with poison, disease, Faith, magic,
Alchemy or wounds. This spell will NOT inform the caster
of the type of weapon, Alchemy, level of poison or
disease, or the spell or school of magic or Faith used to
kill the corpse. This spell cannot be used on constructs or
summoned creatures.
Hasten/Stay Death
Level:
Death 2
Range:
Touch
Type:
Debuff/Buff
Focus:
Flawed Obsidian
Duration:
varies on target
Call:
“Hasten Death” or “Stay Death”
The caster calls on the power of death to alter the time
to death timers on the target. This spell can be cast one
of two ways; if the spell Stay Death is cast, the targets
current death timers are doubled. If the spell Hasten
Death is cast, the targets current death timers are cut in
half. This spell can be cast multiple times on one target,
its effects stack.
Weaken
(S)
Level:
Death 2
Range:
Touch
Type:
Debuff
Focus:
Flawed Obsidian
Duration:
5 minutes
Call:
“Weaken -1 damage”
The target of weaken immediately reduces all weapon
damage by one (1) for the spell’s duration. This spell can
be cast multiple times on the same target to increase its
effect. A target’s damage cannot be reduced below one
by this spell.
Life Tap
Level:
Death 3
Range:
Touch
Type:
Instant Damage
Focus:
Flawed Obsidian
Duration:
Instant
Call:
“Life Tap, Wound <location>”
The caster may transfer one wound from their body to
any location on an Unresisting target that can be
wounded. If the spell successfully wounds the target, the
wound on the caster is healed.
Eyes of the Dead
(P)
Level:
Death 3
Range:
Touch
Type:
Buff / GM
Focus:
Flawed Obsidian
Duration:
Instant
Call:
No call
The caster can look into the eyes of any unanimated
corpse within 30 minutes of the creature’s death and
instantly experience the last minutes of the target’s life,
from their point of view, including all pain and suffering it
might have felt. This spell can yield varying results. This
spell cannot be cast without a GM present.
Heal Undead
(S)
Level:
Death 4
Range:
Touch
Type:
Restoration
Focus:
Brilliant Obsidian
Duration:
Instant
Call:
“Heal Undead”
This spell will repair any single limb or torso wound of a
corporeal lesser or greater undead. This undead will
regain use of the limb immediately. This will not work on
undead that have been destroyed or dismembered.
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Death Gaze
Level:
Death 4
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Obsidian
Duration:
5 minutes
Call:
“Stun 5 minutes, Will <Will>”
The spirit of death flies from the caster’s hand, wracking
any living target with extremely vivid and painful visions
of their death and destruction. The target is unable to do
anything but fall to the ground screaming and/or gurgling
for the duration of the spell. Undead and constructs are
immune to this spell. If the target is wounded the spell is
negated and the target is free of the death gaze.
Control Undead
(S)
Level:
Death 5
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Obsidian
Duration:
5 minutes
Call:
“Control Undead”
All Lesser and most Greater undead struck by this spell
will obey commands from the caster for the duration.
Very powerful greater undead will resist the control spell.
A given caster may only have a single undead under the
effect of this spell at a time.
Rend
Level:
Death 5
Range:
Touch
Type:
Instant Damage
Focus:
Brilliant Obsidian
Duration:
Instant
Call:
“Rend”
The target takes a wound to every location of the body.
Jinx
Level:
Death 6
Range:
Touch
Type:
Debuff
Focus:
Brilliant Obsidian
Duration:
5 Minutes
Call:
None
This spell jinxes many of the target’s skills to failure.
While under the effects of the spell, the target cannot
use maneuvers, poisons, sneaking, Alchemy, traps, or
first aid.
Shadow Walk
(P)
Level:
Death 6
Range:
Self
Type:
Buff
Focus:
Brilliant Obsidian
Duration:
30 minutes
Call:
“Shadow Walk”
The caster must step into a shadow larger than the
caster’s body for this spell to function. Upon the finish of
the call, the caster is teleported into the Shadow Realm.
The caster puts their hand on their head and can then
walk up to 100 ft. to any shadow larger than the caster,
and exit the shadow realm on a three second count.
After leaving the shadow realm, the spell ends. While in
the shadow realm, the mage cannot affect the real world
and cannot see or hear any creatures that are not in the
shadow realm. The Phys-rep for being in the shadow
realm is a hand on top of the head. The caster cannot
bring any one with them into the Shadow Realm.
Creatures in the shadow realm are not typically happy to
see visitors, and may attack on sight.
Wound
(S)
Level:
Death 7
Range:
Packet (2)
Type:
Instant Damage
Focus:
Flawless Obsidian
Duration:
Instant
Call:
"Wound", “Wound”
The caster has two (2) packets to throw for "wound."
Each packet immediately opens a wound on the location
struck.
Wither Limb
(S)
Level:
Death 7
Range:
Packet (1)
Type:
Conjuration
Focus:
Flawless Obsidian
Duration:
Instant
Call:
Wither <Limb>
When struck by this spell, the specified limb on the target
becomes useless until healed by effects capable of
restoring a lost limb.
Hand of the Reaper
(P)
Level:
Death 8
Range:
Touch
Type:
Buff
Focus:
Flawless Obsidian
Duration:
5 minutes or until used
Call:
Hand of the Reaper
The caster can cast this spell on any weapon, and the
next swing with that weapon will have the carrier
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“Death” added to the damage call (i.e. “5 Death”). Note
that because this is a carrier, not a spell, it cannot be
stopped by Magic Resist. The wielder of a weapon under
the effect of this spell cannot spend Endurance until
either the weapon is dropped or the effect is expended.
The weapon must penetrate the armor/hide/carapace
and cause a wound on the target or the spell is
ineffective, and dissipates.
Shroud of the Damned
Level:
Death 8
Range:
Self
Type:
Sash
Focus:
Flawless Obsidian
Duration:
15 minutes
Call:
Wither
The caster becomes Immune to all non-magical weapon
or hand to hand attacks for the duration. This spell will
also wither the limbs of anyone who lands a non-ranged
blow on the caster. Upon being struck, the caster
announces, “wither!” This spell always affects the limb(s)
used to strike the caster.
Obliterate
Level:
Death 9
Range:
Packet (1)
Type:
Instant Death
Focus:
Flawless Obsidian
Duration:
Instant
Call:
Death
The power of death is mastered to such a degree that the
caster can end someone’s life from a distance. The target
hit by this spell immediately dies. Obliterate ignores
shields, armor, hide, carapace and Toughness.
Incorporeal creatures, undead and constructs are not
affected by this spell.
Howl of the Damned
Death 9
30ft radius
Instant Damage
Flawless Obsidian
Instant
Everyone within 30 feet take one
wound to the torso
Everyone within range takes a wound to the torso.
Level:
Range:
Type:
Focus:
Duration:
Call:
(S)
Doom
(S)
Level:
Death 10
Range:
Touch
Type:
Debuff / GM
Focus:
None
Duration:
24 hours
Call:
Doom
The Avatar of Death has the ability to seal a character’s
fate
Upon the finish of the incant, the target is doomed to die
in exactly 24 hours. The only person who can remove the
effect is the caster of the spell. This spell only works on
corporeal living creatures. The caster must inform a GM
when they doom a character. It is nearly impossible to
restore life to a character that has succumbed to the
effects of this spell. Upon the doomed character’s death,
their soul will immediately seek out the caster of the
spell, and crystallize into a soul sphere in the palm of the
caster’s hand. Soul spheres are used in various
necromantic rituals.
Life to Unlife / Death to Undeath
Level:
Death 10
Range:
SOV / AOE
Type:
Debuff
Focus:
None
Duration:
See Below
Call:
See Below
This spell can only be cast once per Flux. The caster
chooses either of the following two versions of the spell:
Life to Unlife:
Duration:
1 Hour
Call:
Life to Unlife Unresistable
The caster calls out, “life to unlife” and then the target's
common name. The target of this spell is instantly killed
and made into a lesser undead with the same statistics
you had in life that will obey all commands and protect
the caster. The target will be enslaved for the duration,
but remains undead even after the spell expires.
Death to Undeath:
Duration:
1 Hour
Call:
Death to Undeath
All corpses within range rise as lesser undead with the
same statistics they had in life. All lesser or greater
undead and all corpses raised in range will be fully healed
and fall under the command of the caster for the
duration.
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Earth Spells
Control Earth
Level:
Earth 1
Range:
Touch
Type:
Utility
Focus:
Flawed Non-Colored Diamond
Duration:
Instant
Call:
“Create Soil or Sense Trail”
This spell has two ways that it can be cast the mage will
need to pick one on casting the spell.
The caster creates a handful (1 pound) of fresh, clean
soil. The soil is suitable to sustain plant life.
This spell will locate trails for tracking purposes. This
spell does not need to be used if the tracker witnesses
the target leaving the vicinity. The caster must know
exactly what type of creature they are tracking. This
spell is more effective the more familiar the caster is with
the specific target being tracked. This spell can also be
used to find a trail that a tracker has lost. If the tracks
being followed with this spell have been affected by the
spell Alter Tracks, the caster will know, but will not be
able to discern the original tracks.
Locate
(S)
Level:
Earth 1
Range:
None
Type:
Utility / GM
Focus:
Flawed Non-Colored Diamond
Duration:
Instant
Call:
None
The caster taps into the earth and helps locate items
buried in the earth. If the caster is looking for a specific
thing it may let them know the location of it, or if it is
near them. On casting this spell the player should find a
GM. Repeated castings of this spell could help to narrow
the search area for a specific target. This spell is far from
exact, so results may vary.
Repair Armor
(S)
Level:
Earth 2
Range:
Touch
Type:
Utility
Focus:
Flawed Non-Colored Diamond
Duration:
Instant
Call:
“Repair <Location>”
The caster has learned to meld metals and Earth
together using his hands. This will repair a single location
of armor that has been damaged.
Hurl
(P)
Level:
Earth 2
Range:
Touch
Type:
Utility
Focus:
Flawed Non-Colored Diamond
Duration:
Instant
Call:
None
The caster can hurl any object no bigger than their
outstretched hand one mile in any direction. The caster
will have no idea where the item lands, only the direction
they threw it. May not be used to throw an object at
anyone and may not be used in combat.
Earth Meld
(P)
Level:
Earth 3
Range:
Self
Type:
Alteration
Focus:
Flawed Non-Colored Diamond
Duration:
30 Minutes
Call:
Earth Meld
Upon completing the spell, the caster’s body becomes
one with the dirt beneath them.
The caster cannot be affected by anything, including
Lethal effects, short of a Plot effect while melded. The
caster must be standing on earth or stone for this spell to
succeed. After the incant, the character places their
hand on their head. The caster can come out of the
earth at will, but can only sense characters directly
overhead, as represented by them being within arm’s
reach. The caster may perform no actions other than the
Burrow spell while this spell is active.
Reinforce Armor
(P)
Level:
Earth 3
Range:
Touch
Type:
Enchantment
Focus:
Flawed Non-Colored Diamond
Duration:
30 minutes
Call:
Reinforce <Location>
The caster has learned how to reinforce armor with earth
magic. On casting this spell the caster touches a single
armor location, and its rating increases by 2. The
character wearing the armor may resist the first effect
that would damage or break their armor. The extra
armor rating granted by this spell is damaged first, and is
not deducted from the armor piece after the spell has
ended.
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Throw Stones
Level:
Earth 4
Range:
Packet (3)
Type:
Direct Damage
Focus:
Brilliant Non-Colored Diamond
Duration:
Instant
Call:
“2 Earth”
Throw three packets for “2 Earth”, each.
(S)
Quick Sand
Level:
Earth 4
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Non-Colored Diamond
Duration:
5 Minutes
Call:
Quick Sand
The affected target falls to their knees and cannot move
from that location. The target may still attack and
defend, and may pivot and turn on their knees in the
same spot.
Burrow
Level:
Earth 5
Range:
Self
Type:
Enchantment
Focus:
Brilliant Non-Colored Diamond
Duration:
5 minutes
Call:
Burrow
This spell may only be cast by a character who is under
the effects of an Earth Meld. For the duration, as long as
the Earth Meld also remains active, they may move at a
walking pace.
Earth’s Embrace
Level:
Earth 5
Range:
Self
Type:
Enchantment
Focus:
Brilliant Non-Colored Diamond
Duration:
30 minutes
Call:
Earth’s Embrace
Gives the caster a Resilience rating of 10 and Clotting for
the duration. This spell has no effect on Touched
characters.
Stone Skin
Level:
Earth 6
Range:
Self
Type:
Sash
Focus:
Brilliant Non-Colored Diamond
Duration:
15 minutes
Call:
“Stone Skin”
The caster cannot be wounded by Physical Damage.
When hit, the caster should call, “Stone Skin.”
(P)
Stone Item
(S)
Level:
Earth 6
Range:
Touch
Type:
Debuff
Focus:
Brilliant Non-Colored Diamond
Duration:
30 Minutes
Call:
Stone (Target)
The targeted item becomes a stone for the duration of
the spell, indistinguishable from any other stone. It
reverts to normal at the end of the duration. The item
can only be as big as something the caster can hold in
one hand or smaller. This spell will never work on Relics,
and has varying results on Artifacts.
Earthquake
(S)
Earth 7
30ft Radius
Sustained Buff
Flawless Non-Colored Diamond
5 Minutes
Everyone within 30 feet, Knockdown,
Stun
For the duration, the caster may make the spell call up to
three times. After the third time or if the caster moves
from their starting location, the Earthquake ends.
Level:
Range:
Type:
Focus:
Duration:
Call:
Summon Earth Elemental
Level:
Earth 7
Range:
Touch
Type:
Summoning / GM
Focus:
Flawless Non-Colored Diamond
Type:
Summoning
Duration:
A) One Flux. B) Plot discretion
Call:
Summon Earth Elemental
The caster can either summon a minor elemental from
the plane of Earth who will serve the caster’s wishes, or
seek the assistance of a more powerful, intelligent
creature from that plane.
A) When summoning a minor elemental, the player of
the caster finds a friend or asks Plot for the service
of an NPC. That person then becomes the Earth
elemental for the duration. The caster must provide
costuming for the elemental at least consisting of a
tabard and either face paint or a mask. See the
appendix, summoned creatures, for the stats of the
creatures.
B) When seeking the assistance of a powerful
elemental, the caster must seek out Plot before
casting the spell. The response to the summons is
entirely at Plot’s discretion, but the summoned
entity will typically be friendly to the caster, and will
generally not stick around for more than an hour.
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Wall of Granite
(S)
Earth 8
Touch
Wall
Flawless Non-Colored Diamond plus
Rope of Earth
Duration:
30 minutes
Call:
None
The caster creates a wall that is impassable and
indestructible. The caster is not impeded by the wall, but
cannot see through it. AoE effects do not penetrate the
Wall (but Sound of Voice spells do). The caster may
allow one person at a time to pass through the wall on a
three-count.
Level:
Range:
Type:
Focus:
Rockslide
Level:
Earth 8
Range:
Packets (20) Burst
Type:
Direct Damage
Focus:
Flawless Non-Colored Diamond
Duration:
Instant
Call:
“4 Earth”
Upon learning this spell, the caster can call down a
Rockslide to strike his foes. The caster gets 20 packets to
throw for 4 Earth Damage. Unlike most Burst spells, the
packets may be thrown in groups or individually. The
caster has 30 seconds to throw all the packets; any unthrown packets at the end of the spell are lost.
Petrify / Un-Petrify
(S)
Level:
Earth 9
Range:
Touch
Type:
Debuff
Focus:
Flawless Non-Colored Diamond
Duration:
Instant
Call:
“Petrify / Un-Petrify”
The target of this spell is permanently turned into stone
and may only be returned to normal by the Un-Petrify
spell. The character is Unconscious, unable to act, and is
Immune to everything but a Plot Effect and the UnPetrify spell.
Diamond Skin
Level:
Earth 9
Range:
Self
Type:
Sash
Focus:
Flawless Non-Colored Diamond
Duration:
15 minutes
Call:
“Carapace” or “Resist” or “Taken”
The caster gets 10 layers of protection that can be used
either as Carapace or as Magic Resists, or all remaining
layers can be used as a single Taken that works against
Pierce, Faith or Lethal effects. The spell ends when the
layers are exhausted or the duration expires.
This spell requires the target to wear a sash of earth.
Entomb
(S)
Level:
Earth 10
Range:
Packet (1)
Type:
Instant death
Focus:
None
Duration:
Instant
Call:
Entomb
The target of this spell is killed. Their body and
everything on it becomes unreachable by anything
except a Plot effect. The target of the spell must be
standing on earth or stone for the spell to work.
Entombed characters may be resurrected through ritual
magic.
Fissure
Level:
Earth 10
Range:
SOV / AOE
Type:
Debuff/ Instant Wound
Focus:
None
Duration:
10 minutes
Call:
Fissure Unresistable, Hold
Everyone the caster designates during the hold within
their sound of voice resolves Wounds to both legs then
suffers the effect of the Quick Sand spell for the duration.
Undesignated targets within range will be Stunned. This
spell may only be cast once a Flux.
Fire Spells
Control Fire
Level:
Fire 1
Range:
see below
Type:
Utility
Focus:
Flawed Red Ruby
Duration:
see below
Call:
“Control Fire”
This spell gives the caster control over flame and heat.
This spell has 3 ways it can be cast and the Caster
chooses which one will be cast.
1) This spell will ignite or extinguish any extremely dry
flammables in a 1ft by 1 ft area. Clothing, hair, and
flesh are not valid targets for igniting purposes. The
fire will burn for one minute.
2) The caster can mold shapes out of a campfire-sized
flame or smaller. The shapes cannot leave the
confines of the original fire. The flame can be
manipulated to resemble anything, but the shapes
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3)
lack extensive depth or detail. (I.e.: The caster could
shape a campfire to look like a dragon, but it would
be no bigger than the campfire, and individual
details like scales would not be distinguishable.)
The caster casts this spell on a campfire already set
ablaze. The fire now generates extreme heat making
it hot enough to act as a forge. As long as the Caster
stays next to the fire and channels the spell, the fire
will become a workable forge. A smith can use this
effect to halve the repair time of armor and
weapons.
Smoke
(S)
Level:
Fire 1
Range:
Self
Type:
Utility
Focus:
Flawed Red Ruby
Duration:
Instant
Call:
“Smoke”
The caster can strengthen his power over the flame to be
able to manipulate it enough control the smoke. This
spell has 2 ways it can be cast and the caster chooses
which one will take effect.
1)
2)
The caster creates a large amount of smoke to cover
their tracks. This spell will be cast as the mage is
entering or leaving an area. It will add +1 to their
Stealth rating. This spell may have more significant
effects upon creatures that only use their sense of
smell to track.
The caster may send a smoke signal to a target of
their choice. The caster must know the name of the
intended target. 1-5 still-life images made of smoke
drift their way to the target and materialize in the
order sent. The smoke signal can take up to 30
minutes to reach its target. The player must find a
Plot member and let them whom the signal was sent
to, a description of their images, and the intent of
the message. The Plot member will deliver the
message. The Smoke Signal travels too quickly for
anyone to follow it. A player can resist the
materialization of the Smoke Signal, but the caster
will know if the spell was resisted. The signal can
only reach areas where smoke can successfully
traverse. Please note that there must also be
available space for the signal to depict the images of
its message properly for this spell to take effect.
Fire Spike
(S)
Level:
Fire 2
Range:
Packet (1)
Type:
Direct Damage
Focus:
Flawed Red Ruby
Duration:
Instant
Call:
“4 Fire”
A smoldering spike of fire is hurled at the enemy for "4
fire" direct magic damage.
Cremate
(S)
Level:
Fire 2
Range:
Touch
Type:
Utility
Focus:
Brilliant Red Ruby
Duration:
Instant
Call:
“Cremate”
Destroys any non-animated corpse instantly. The corpse
must be dead and made of flesh or a burnable substance
for the spell to have any effect.
Heat Weapon
(S)
Level:
Fire 3
Range:
Packet (1)
Type:
Debuff
Focus:
Flawed Red Ruby
Duration:
Instant
Call:
“Magic Disarm <Weapon>”
Disarms the target weapon. For a description of the
Disarm effect, see the edged weapon maneuver of the
same name.
Cauterize
(S)
Level:
Fire 3
Range:
Touch
Type:
Restoration
Focus:
Flawed Red Ruby
Duration:
Instant
Call:
“Cauterize <Location>”
This will Seal a Normal, Savage, or Mortal Wound
designated by the caster on the target character. This
effect causes extreme pain.
Burning Soul
(P)
Fire 4
Touch
Buff
Flawed Red Ruby
30 minutes
“Gain 5 Endurance Pool” or “Boost Will
3”
The caster either increases the Endurance Pool or
Temporary Will of the target. A given target may only
receive the benefit of this spell once per hour.
Level:
Range:
Type:
Focus:
Duration:
Call:
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Flame Burst
Level:
Fire 4
Range:
Burst (10)
Type:
Direct Damage
Focus:
Brilliant Red Ruby
Duration:
Instant
Call:
“4 Fire”
The caster gains a ten (10) packet burst attack for “4
Fire.”
Immolate
Level:
Fire 7
Range:
Self
Type:
Sash
Focus:
Brilliant Red Ruby-Sash of fire
Duration:
15 minutes
Call:
See below: packets are: "3 Fire”
The caster is Slowed and may throw an unlimited number
of packets, one at a time, for “3 Fire” direct magic
damage.
Boil Blood
Level:
Fire 5
Range:
Touch
Type:
Debuff
Focus:
Brilliant Red Ruby
Duration:
5 minutes
Call:
“Boil Blood”
Living targets with both blood and a metabolism cannot
use Endurance while under the effects of this spell.
Melt
(S)
Level:
Fire 5
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Red Ruby
Duration:
Instant
Call:
“Destroy <Item>”
The specified non-magical armor, weapon, shield, or
other item that would fit within a 4 foot cube is
Destroyed, unless it is Master Crafter, in which case it is
Broken.
Blazing Weapon
(P)
Level:
Fire 6
Range:
Touch
Type:
Buff
Focus:
Brilliant Red Ruby
Duration:
30 minutes
Call:
“Blazing <Weapon>”
For the duration of the spell, the target weapon will
swing for +1 damage and add the “Fire” damage type.
Fireball
Level:
Fire 6
Range:
Packet (1)
Type:
Direct Damage
Focus:
Flawless Red Ruby
Duration:
Instant
Call:
“7 Fire, Torso”
The target resolves “7 Fire” to their torso.
(S)
Summon Elemental of Fire
Level:
Fire 7
Range:
touch
Type:
Summoning
Focus:
Flawless Red Ruby
Duration:
A) One Flux. B) Plot discretion
Call:
Summon Fire Elemental
The caster can either summon a minor elemental from
the plane of Fire who will serve the caster’s wishes, or
seek the assistance of a more powerful, intelligent
creature from that plane.
C) When summoning a minor elemental, the player of
the caster finds a friend or asks Plot for the service
of an NPC. That person then becomes the Fire
elemental for the duration. The caster must provide
costuming for the elemental at least consisting of a
tabard and either face paint or a mask. See the
appendix, summoned creatures, for the stats of the
creatures.
D) When seeking the assistance of a powerful
elemental, the caster must seek out Plot before
casting the spell. The response to the summons is
entirely at Plot’s discretion, but the summoned
entity will typically be friendly to the caster, and will
generally not stick around for more than an hour.
Wall of Lava
(S)
Fire 8
Wall
Wall
Flawless Red Ruby + (rope of fire)
30 minutes
“7 Fire Flurry Magic Disarm
Unresistable”
The Wall of Lava burns any character who touches it,
causing 7 Fire to each location and causes them to drop
weapons in either hand. See the description of Wall
spells.
Level:
Range:
Type:
Focus:
Duration:
Call:
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Inferno
Level:
Fire 8
Range:
Packet (5)
Type:
Direct Damage / Sustained
Focus:
Flawless Red Ruby
Duration:
15 minutes
Call:
“6 Fire Gouge”
The caster conjures powerful flames with which he
can strike his foes at will.
The caster gets 5 packets to throw for "6 Fire Gouge"
damage.
The target is instantly killed and their body and all of
their non-magical possessions turned to ash. Targets
killed can only be returned to life with a ritual or the
Resuscitate effect.
Magma Shield
(P)
Level:
Fire 9
Range:
Self
Type:
Sash
Focus:
Flawless Red Ruby
Duration:
15 Minutes
Call:
“Magma Shield” / “Destroy <Item>”
The caster summons a powerful shield of magma
that swirls around him protecting him from all
non-magical attacks.
The caster is Slowed, immune to Ranged Weapon
attacks, non-magical attacks and Gaseous Alchemies. Any
non-magical item (including Weapons, Shields, and
Gaseous Alchemies) that lands an attack on the caster
resolves a Destroy effect. If the Destroy effect is resisted
or otherwise negated, the caster must resolve the hit.
Rain of Fire
Level:
Fire 9
Range:
30ft Radius
Type:
AOE / Direct Damage
Focus:
Flawless Red Ruby
Duration:
instant
Call:
"Everyone in 30 ft take 7 Fire Flurry"
The caster calls forth a blistering rain of fire,
searing enemy and ally alike.
Everyone within 30ft of the caster must resolve fire
damage to every location.
Incinerate
(S)
Level:
Fire 10
Range:
Packet (1)
Type:
Conjuration
Focus:
none
Duration:
instant
Call:
“Incinerate”
The caster hurtles a powerful stream of flame that
completely engulfs the target in magical fire,
turning them and all their non-magical possessions
into ash.
Armageddon
Level:
Fire 10
Range:
AOE / SOV
Type:
Direct Damage / Debuff
Focus:
none
Duration:
Instant
Call:
“Armageddon Unresistable, Hold”
Invoking the destructive properties of fire, the
caster conjures a massive explosion of fire to
attack all targets within the sound of their voice.
Targets within range resolve 10 Fire Flurry and a Melt
spell to all non-magical weapons, armor, shields, or items
that would fit in a four (4) foot cube that are close to an
affected character. As soon as the incant is finished the
Caster must call a hold and explain the effects. The
Caster controls the range of the spell by adjusting their
volume. This spell can only be cast once per Flux.
Life Spells
Clot
(P)
Level:
Life 1
Range:
Touch
Type:
Restoration
Focus:
Flawed White Pearl
Duration:
Instant
Call:
”Seal <Target Wound>”
This will Seal a Normal, Savage, or Mortal Wound on the
target character. The caster selects the wound, not the
target.
Life Touch
Level:
Life 1
Range:
Touch
Type:
Utility
Focus:
Flawed White Pearl
Duration:
Instant
Call:
”Life Touch”
Upon touching the target the caster will know exactly
how long they have left to live. If the target is dying as
the result of multiple effects, the caster will be told the
time for whatever effect is going to kill the target first.
This spell also allows the caster to touch any living target
and know its age and race, but will not tell the caster the
target’s birth date.
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Detoxify
(P)
Level:
Life 2
Range:
Touch
Type:
Restoration
Focus:
Flawed White Pearl
Duration:
Instant
Call:
”Detoxify”
This spell will remove all Alchemy currently affecting a
living target.
Sense Unnatural
(S)
Level:
Life 2
Range:
Packet (1)
Type:
Utility
Focus:
Flawed White Pearl
Duration:
Instant
Call:
”Sense Unnatural”
A successful casting of this spell will reveal if an item or
defined area is cursed or haunted. If cast on an item, the
spell will also reveal if a spirit is bound to it.
Heal Wound
(P)
Level:
Life 3
Range:
Touch
Type:
Restoration
Focus:
Flawed White Pearl
Duration:
Instant
Call:
Heal <Target Wound>
This will Heal a Normal, Savage, or Mortal Wound on the
target character. The caster selects the wound, not the
target.
Cure Poison
Level:
Life 3
Range:
Touch
Type:
Restoration
Focus:
Flawed White Pearl
Duration:
Instant
Call:
”Cure Poison”
This spell will cure all poisons that are currently affecting
a target.
Manipulate Spirit
(S)
Level:
Life 4
Range:
Touch
Type:
Debuff
Focus:
Brilliant White Pearl
Duration:
Instant
Call:
“Materialize Spirit” or “Release Spirit”
This spell can be cast to force a target that is incorporeal
to physically manifest. Once manifested, a spirit will
become vulnerable to mundane attacks. If the target
was invisible at the casting of the spell, it will then be
made visible for all to see. The spell can also be cast on a
willing target to release them from a binding effect.
Boost Poison/Poison Resistance
Level:
Life 4
Range:
Touch
Type:
Buff
Focus:
Brilliant White Pearl
Duration:
30 minutes
Call:
“Boost Poison or Poison Resistance 3”
This spell can be cast to increase a target’s poison or
disease resist by 3. This spell does not affect any poison
or disease timers currently affecting a target.
Bless
(P)
Level:
Life 5
Range:
Self
Type:
Buff
Focus:
Brilliant White Pearl
Duration:
30 minutes
Call:
“Bless”
This spell provides the caster with a smart defense. At
any time during the duration, the Life caster can bring
forth a magical barrier that prevents a single ranged
weapon, melee, or Alchemy attack from landing. This
spell will not protect the caster from any spell effects.
Destroy Undead
Level:
Life 5
Range:
Packet (1)
Type:
Instant Death
Focus:
Brilliant White Pearl
Duration:
Instant
Call:
“Destroy Undead”
Any Lessor or Greator undead that are struck with this
spell will be destroyed.
Greater Heal
(P)
Level:
Life 6
Range:
Touch
Type:
Restoration
Focus:
Brilliant White Pearl
Duration:
Instant
Call:
“Greater heal”
Upon the finish of the incant, this spell will heal a single
wound on each of the five locations of the target.
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Cure Disease
Level:
Life 6
Range:
Touch
Type:
Restoration
Focus:
Brilliant White Pearl
Duration:
Instant
Call:
”Cure Disease”
This spell completely cures all diseases that are currently
affecting the target.
Reconstruct
(S)
Level:
Life 7
Range:
Touch
Type:
Restoration
Focus:
Brilliant White Pearl
Duration:
Instant
Call:
Reconstruct <Target Limb>
This spell will restore to perfect condition any single limb
that has been severed, withered, or broken on a target.
In addition it will Heal all wounds on the target limb.
Alternately it may be used to restore two levels of
expended carapace on the target.
Merciful Heart
(S)
Level:
Life 7
Range:
Touch
Type:
Debuff
Focus:
Brilliant White Pearl
Duration:
24 hours
Call:
“Merciful Heart”
The target of this spell is prohibited from delivering any
Instant Death effects, Mortal Wounds, or Deadly poision.
While under the effects of this spell, the target will allow
a fleeing enemy to retreat.
Will To Live
Level:
Life 8
Range:
Touch
Type:
Buff
Focus:
Brilliant White Pearl
Duration:
30 minutes
Call:
”Will to Live”
The target of this spell gains Clotting and all Mortal and
Savage wounds are treated as Normal.
Blissful Radiance
(S)
Level:
Life 8
Range:
30ft Radius
Type:
Restoration
Focus:
Brilliant White Pearl
Duration:
Instant
Call:
”Everyone within 30ft Heal one wound”
Everyone within 30ft of the caster Heals one wound in a
location of their choice.
Resuscitate
Level:
Life 9
Range:
Touch
Type:
Restoration
Focus:
Brilliant White Pearl
Duration:
Instant
Call:
”Resuscitate”
This spell if cast within 30 minutes of the target’s death
will return them to life with all their wounds Sealed. In
addition, this spell removes all poison disease and
Alchemy from the target. All of the target’s current pools
are halved (half the remaining amount at the time of
death). This spell requires the remains of the intended
target.
Retribution
(S)
Level:
Life 9
Range:
Packet (6) Sustained
Type:
Restoration/ Instant Death
Focus:
Brilliant White Pearl
Duration:
15 minutes
Call:
Heal One Wound OR Destroy undead
The caster gets 6 packets they can throw for to either
heal one wound of the targets choice, or Destroy Undead
as the fifth level spell.
Summon The Fallen
(S)
Level:
Life 10
Range:
5 Miles
Type:
Utility/ GM
Focus:
None
Duration:
Instant
Call:
“I Summon <Name Of Target>”
This spell, if cast on a target that is unconscious from
wounds or has died within 30 minutes will immediately
transport their remains to the Caster. In order to cast this
spell, the caster must know the target’s common name.
Boon of the Heavens
Life 10
AOE/ SOV
Restoration/ Instant Death
None
Instant
“Boon of the Heavens Unresistable,
Hold”
When cast all affected undead must resolve a Destroy
Undead effect as the Life spell. All living targets receive
the effects of a Full Heal, Detoxify, Cure poison, Cure
disease, and Reconstruct to each limb. In addition Will is
fully restored, and any target that has been dead for less
than 30 minutes is Resuscitated. This spell may only be
used once per flux.
Level:
Range:
Type:
Focus:
Duration:
Call:
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Mind Spells
Memory
Level:
Mind 1
Range:
Self
Type:
Utility
Focus:
Flawed Purple Amethyst
Duration:
None
Call:
Memory
This spell allows the Mage to commit information to a
near perfect memory. The Phys-rep for this spell is a
small notebook (no larger than 4 by 4 inches) that the
character may write in. Anything the character writes in
the notebook is stored in the Mage's permanent
memory, and can only be accessed willingly by the mage.
The memory can be forced from the mage with the mind
spell "Hypnotize" and other Monster Abilities. The
contents of a mages memory cannot be erased by the
“Forget" spell. The notebook and writing utensil are out
of game and should be labeled as "OOG". Only things
that are written in the Notebook are committed to
Memory. This spell is considered one of the best ways to
deliver "unpolluted" information and most mages who
have this spell use it often. The mage can access his own
memory at any time unless unconscious. Spirits cannot
access memory, and mages who have died must be
resurrected or resuscitated before their "Memory" will
return. Memory can be altered and damaged through
intense trauma, and sometimes parts of Memory can be
permanently lost when the mage is killed. Each time the
caster writes in the notebook it will cost the caster 1
Mana for every 5 minutes of writing.
Awaken
(P)
Level:
Mind 1
Range:
Touch
Type:
Utility
Focus:
Flawed Purple Amethyst
Duration:
Instant
Call:
Awaken
This spell will wake up any Unconscious target. If the
target was unconscious due to wounds, then they remain
Helpless.
Fear
Level:
Mind 2
Range:
Packet (1)
Type:
Debuff
Focus:
Flawed Purple Amethyst
Duration:
5 Minutes
Call:
Fear, Will <Will>
The target of this spell immediately feels great fear
toward the caster, and target will avoid the casters
(S)
presence and will cower in fear and flee if the caster
takes aggressive action. This spell deals with complex
emotions, and trauma inflicted while a target is in "Fear"
can incite odd behavior.
Dizzy
Level:
Mind 2
Range:
Touch
Type:
Debuff
Focus:
Flawed Purple Amethyst
Duration:
10 seconds
Call:
“Stun”
The caster unleashes a jolt of psychic energy from their
fingertips, sending the mind of their target reeling for a
brief moment.
The target is Stunned. Stun effect and duration is
described in the Effects section.
Sleep
Level:
Mind 3
Range:
Packet (1)
Type:
Debuff
Focus:
Flawed Purple Amethyst
Duration:
5 Minutes
Call:
“Sleep, Will <Will>”
The target falls into a magic sleep for the duration of the
spell. Normal methods of waking them up will not work.
If the target takes a wound they will wake up.
Bloodlust
(P)
Level:
Mind 3
Range:
Touch
Type:
Buff
Focus:
Brilliant Purple Amethyst
Duration:
30 minutes
Call:
“Blood Lust”
All of the targets’ Weapon and Path Maneuvers cost 1
less Endurance for the duration of the spell, to a
minimum of 1.
Charm
(S)
Level:
Mind 4
Range:
Touch
Type:
Buff
Focus:
Flawed Purple Amethyst
Duration:
30 minutes
Call:
“Charm”
A charmed target immediately forgets that the Charm
spell has been cast upon them. They become affable to
the caster and will generally treat and respond to them
as if they were loyal friends or a prospective lover. If the
caster takes hostile actions towards the target or uses
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any spells that require a Will Challenge on the target, the
charm effect immediately ends.
Forget
(P)
Level:
Mind 4
Range:
Touch
Type:
Debuff
Focus:
Brilliant Purple Amethyst
Duration:
Permanent
Call:
“Forget, Will <Will>”
The target of this spell forgets everything that has
happened to them in the last 5 minutes. Any spells or
skills the target learned would be forgotten until the
memories have been retrieved. The caster of this spell
cannot choose themselves as the target.
Command
(S)
Level:
Mind 5
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Purple Amethyst
Duration:
5 minutes
Call:
“Command, Will <Will>”
The caster can issue any single command to the target of
this spell. Immediately upon being effected by this spell
the target will obey that command to the best of their
ability.. The target will obey any command except
suicide. This will not stop the target from entering
extremely dangerous situations or commands to murder.
Depending on the intelligence of the target, certain
orders will be interpreted differently. The command
should be simple such as "Defend me," "Kill John” or "Fall
to the ground." If the target is hit with multiple
Command spells the latest overrides all previous
Commands.
Silence
(S)
Level:
Mind 5
Range:
Packet (1)
Type:
Alteration
Focus:
Brilliant Purple Amethyst
Duration:
5 minutes
Call:
“Silence 5 minutes”
The target of this spell may not speak or even utter a
sound. This prevents all incantations and invocations
from being cast. The Silenced character must still make
calls as needed.
Crush Will
(S)
Level:
Mind 6
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Purple Amethyst
Duration:
5 minutes
Call:
“Crush Will”
The target’s Will is halved (rounding up) for the duration
of the spell.
Mind Blast
Level:
Mind 6
Range:
Packet (1)
Type:
Direct Damage
Focus:
Brilliant Purple Amethyst
Duration:
Instant
Call:
“2 Mind Pierce”
The caster manifests a single bolt of raw psychic energy,
which does 2 piercing damage.
Heart of Carnage
(S)
Level:
Mind 7
Range:
Touch
Type:
Debuff
Focus:
Brilliant Purple Amethyst
Duration:
24 hours
Call:
“Heart of Carnage”
The target will be compelled to Death Blow any enemy
that the target engages. Any time the target strikes at an
enemy for damage, the target will be forced to Death
Blow the enemy as soon as it is dropped. The target
afflicted with the Heart of Carnage does not have to
attack enemies, but must Death Blow any enemy they do
attack, whether the attack is successful or not.
Barrier of Will
Level:
Mind 7
Range:
Wall
Type:
Wall
Focus:
Brilliant Purple Amethyst
Duration:
30 minutes
Call:
“Barrier of Will, Will <Will>”
The caster may set the Will of the wall equal to their
current Will, at the time of casting, or lower to a
minimum of 1. To pass through the Wall the Target
succeed in a Will challenge against the Wall. If Target
wins the Will challenge they may pass through, but suffer
the effects of the Crush Will spell. Unlike most Wall spells
Barrier of Will may be made into any shape the caster
wishes. See the description of Wall spells.
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Phase
(P)
Level:
Mind 8
Range:
Self
Type:
Buff
Focus:
Brilliant Purple Amethyst
Duration:
30 minutes
Call:
“Phase”
The casters body ripples in and out of reality, phasing in
and out of the material realm.
This Smart Defense may be used to prevent any one
effect from landing.
Betrayal
Level:
Mind 8
Range:
Touch
Type:
Debuff
Focus:
Brilliant Purple Amethyst
Duration:
5 Minutes
Call:
“Betrayal Will <Will>”
The target of this spell will attack the nearest ally other
than the caster with a +2 melee damage modifier. The
target of this spell will attack the nearest ally until they
are dropped, and then will move on to attack the next
nearest ally. The caster of betrayal is not a valid ally. The
target will continue this for the duration of the spell until
made unconscious or debilitated magically. This spell has
no effect on targets that are alone (no valid targets
within sight).
Mind Wipe
Level:
Mind 9
Range:
Touch
Type:
Debuff
Focus:
Brilliant Purple Amethyst
Duration:
Special
Call:
“Mind Wipe, Will <Will>”
This superior form of the "Forget" spell destroys all
memory of any events that have taken place in the last
24 hours. This spell has no effect on the spell "Memory.”
However, this spell will cause the target to forget
activating their "Memory.” Any spells or skills the target
learned would be forgotten until the memories have
been retrieved. The target will have total amnesia for 1
hour and at the end of the hour, the targets’ memory
prior to the last 24 hours will return.
Psychic Fury
(S)
Mind 9
30ft radius
Direct Damage
Brilliant Purple Amethyst
Instant
Everyone within 30 feet take 6 mind
pierce to the torso!
The caster unleashes a mighty wave of psychic energy
against all nearby.
Level:
Range:
Type:
Focus:
Duration:
Call:
Everyone within 30 feet of the caster takes 6 mind pierce
damage to the torso.
Possession
Level:
Mind 10
Range:
Touch
Type:
Debuff
Focus:
No Foci required
Duration:
1 hour
Call:
“Possession unresistable”
At the finish of the incant the Mind Mage's body
becomes non-corporeal and enters the mind of the
target. The Mind Mage goes out of game immediately
(white headband) and shadows the target. The Mind
Mage has absolute control over everything the target
does, and the target will NOT disobey the Mind Mage,
even if the orders are murder or suicide. The Possession
will hold until the target is killed, or the spell ends. If the
target is killed during the Possession, the caster
immediately rematerializes. The target of Possession has
full awareness of their actions during the Possession, but
is unable to control what happens. The caster, while
possessing a target, only has access to the target’s skill
list and not their own. At the end of the duration, the
mage re-materializes either next to the target or at the
point of the casting of Possession. The target retains full
memory after the possession ends. This spell can only be
cast once a Flux. Possession cannot be dispelled.
Unstoppable Force
(S)
Level:
Mind 10
Range:
Touch
Type:
Buff
Focus:
No Foci required
Duration:
30 minutes
Call:
“Unstoppable Force”
The target becomes an unstoppable force, their body
totally driven by their mind.
The target of the spell is Immune to all damage and any
effect that would cause a wound for the duration of the
spell. Any weapon maneuvers used while in this state
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have their cost reduced to 1. However, the target can't
focus enough to perform Master or Grand Master level
maneuvers.
Any target, other than the caster, may only benefit from
this spell once a Flux.
Roar
(P)
Level:
Nature 2
Range:
Packet (1)
Type:
Debuff
Focus:
Flawed Green Emerald
Duration:
5 minutes
Call:
Fear, Will <Will> “Roar!”
If the target is affected they must flee from the caster
and cannot engage the caster for the duration of the
spell.
Nature Spells
Heart of the Woods
Level:
Nature 1
Range:
Self
Type:
Utility/ GM
Focus:
Flawed Green Emerald
Duration:
Instant
Call:
”Heart of the Woods”
This spell will inform the caster of any unnatural state
that might exist in the surrounding woodland area.
Snare
Level:
Nature 1
Range:
Packet (1)
Type:
Debuff
Focus:
Flawed Green Emerald
Duration:
5 minute
Call:
“Slow”
The target of this spell is Slowed.
(S)
Control / Summon Beast
(S)
Nature 2
Touch / Self
Enchantment
Flawed Green Emerald
Special/ 5 minutes
”Summon <Target> OR Control
<Target> Will <Will>”
The caster will need to pick one effect when casting the
spell. The caster can speak to animals for the duration.
This spell will not allow the caster to speak to monsters,
Undead, or extra-planar creatures.
A) The caster can summon a small animal or beast to
him; the caster should find a GM and tell him which
animal they wish to summon. The animal will only follow
simple commands and give little information, like a small
child might.
B) The caster can attempt to control a larger animal such
as a bear or wolf, in this case the caster’s Will must be
higher than the animals. If the caster succeeds then the
animal will be under their control for the duration.
Level:
Range:
Type:
Focus:
Duration:
Call:
Camouflage
(P)
Level:
Nature 3
Range:
Self
Type:
Buff
Focus:
Flawed Green Emerald
Duration:
30 minutes
Call:
”Camouflage”
The caster becomes Invisible and other characters should
role-play that they have no awareness of the caster.
To maintain their invisibility:
 They must hold both hands over their head with a
bright blue ribbon held between them. Unlike the
Invisibility spell, they may have in-game items in
hand as long as it does not obscure the ribbon.
 They must remain silent, outside in-game calls.
 They cannot spend pools.
 They cannot use items.
 They must stand still.
Bark Skin
(P)
Level:
Nature 3
Range:
Self
Type:
Sash/ Restoration
Focus:
Flawed Green Emerald
Duration:
15 minutes / Instant
Call:
Bark Skin
This spell grants the caster two levels of Carapace. If it is
cast upon a target that has natural carapace it will
restore one level of expended carapace instead.
Root Foot
(S)
Level:
Nature 4
Range:
Packet (1)
Type:
Debuff
Focus:
Brilliant Green Emerald
Duration:
5 minutes
Call:
Root Foot
The target has a single foot stuck to the ground. The
target may rotate, but may not move. A subsequent
successful casting will cause the remaining foot to also be
stuck.
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Tree Teleport
Level:
Nature 4
Range:
Self
Type:
Utility
Focus:
Brilliant Green Emerald
Duration:
Instant
Call:
Tree Teleport
The caster must target a living tree rooted in the earth
that is taller that themselves. They must touch the tree
and put their hand on their head and immediately walk
at least at a normal walking pace up to 150 feet
(approximately 60 steps) and find another tree with the
same specifications. The caster exits on a three-count,
re-entering game. Only a Plot effect can affect the
character while they are teleporting.
support a maximum of five characters at once. If the
duration expires while there are still characters
benefitting from the Tree Friend they have all of their
wounds sealed.
Nature’s Touch
(S)
Level:
Nature 5
Range:
Touch
Type:
Restoration
Focus:
Brilliant Green Emerald
Duration:
instant
Call:
Heal <target> Wou
This will Heal a Normal, Savage, or Mortal Wound on the
target character. The caster selects the wound, not the
target.
Re-growth
(S)
Level:
Nature 7
Range:
Touch
Type:
Restoration
Focus:
Flawless Green Emerald
Duration:
Instant
Call:
Re-Growth
This spell will restore to perfect condition any single limb
that has been severed, withered, or broken on a target.
In addition it will Heal all wounds on the target limb.
Alternately it may be used to restore two levels of
expended carapace on the target.
Remedy
(P)
Level:
Nature 6
Range:
Touch
Type:
Restoration
Focus:
Brilliant Green Emerald
Duration:
Instant
Call:
Remedy
This spell cures all poisons and removes all Alchemy on
the target. It will halt any diseases affecting the character
until the next flux however they may still be contagious.
Insect Swarm
(S)
Level:
Nature 5
Range:
Packet 1
Type:
debuff
Focus:
Brilliant Green Emerald
Duration:
5 minutes
Call:
Insect Swarm
The target can do nothing but try to keep the insects
away or move, but may defend themselves if attacked.
Tree Friend
Level:
Nature 6
Range:
Touch
Type:
Restoration
Focus:
Brilliant Green Emerald
Duration:
30 minutes
Call:
Tree Friend
The caster targets any living tree rooted in the earth
taller than themselves. The caster must mark the tree
targeted with a green rope or ribbon long enough to be
tied around the trunk. Anyone who touches the Tree
Friend can choose to benefit from the spell becoming
Unconscious for 1 minute per wound on the character’s
body. Upon falling unconscious bleed-out and Mortal
wound timers are halted. As each minute passes, one
wound of the target’s choice will heal. A Tree Friend can
Summon Force of Nature
Level:
Nature 7
Range:
Touch
Type:
Summoning
Focus:
Flawless Green Emerald
Duration:
A) One Flux. B) Plot discretion
Call:
Summon Force of Nature
The caster can either summon a minor being of Nature
from the depths of the forest who will serve the caster’s
wishes, or seek the assistance of a more powerful,
intelligent creature from that area.
E) When summoning a minor being of Nature, the
player of the caster finds a friend or asks Plot for the
service of an NPC. That person then becomes the
Force of Nature for the duration. The caster must
provide costuming for the creature at least
consisting of a tabard and either face paint or a
mask. See the appendix, summoned creatures, for
the stats of the creatures.
F) When seeking the assistance of a powerful creature,
the caster must seek out Plot before casting the
spell. The response to the summons is entirely at
Plot’s discretion, but the summoned entity will
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typically be friendly to the caster, and will generally
not stick around for more than an hour.
Hibernate
(S)
Level:
Nature 9
Range:
Touch
Type:
Debuff
Focus:
Flawless Green Emerald
Duration:
Two Fluxes
Call:
Hibernate, Will <Will>
The target of the spell will instantly fall asleep until two
fluxes have passed. There are no means to wake
someone up who is under the effects of this spell.
Effects that remove magic will not work and sometimes
provide “feedback” to the caster. However, the caster or
anyone who knows the spell can wake up the target at
any time. The target of this spell should report to Plot if
it is successfully cast on them.
Nature’s Champion
Level:
Nature 8
Range:
Touch
Type:
Sash
Focus:
Flawless Green Emerald
Duration:
15 minutes
Call:
Nature’s Champion
The target gains +2 to weapon damage, and add the
“Nature” damage type to their physical attacks. The
targets also gains a temporary fortitude. Any target
excluding the caster may only benefit from this spell
once per hour.
Entangle
Level:
Nature 8
Range:
Burst (20)
Type:
Debuff
Focus:
Flawless Green Emerald
Duration:
5 minutes
Call:
Root Foot
Any target struck with this spell must resolve a Root Foot
effect, including immobilization if two or more packets
hit the subject.
Primal Fury
Level:
Nature 9
Range:
Self
Type:
Buff
Focus:
Flawless Green Emerald
Duration:
One flux
Call:
Primal Fury
The raw essence of nature is raised by the arcane power
of the caster, drawing the caster into its bosom, and
sending forth a champion of Primal Fury to stand in their
place.
When a character obtains this spell they will receive the
Primal Fury creature card. The caster of this spell must
immediately go out of game. While out of game they
must fulfill the costume requirement for their primal
creature as dictated by Plot. They must then re-enter
game on a three count from the nearest large group of
plants.
Gift of Nature
Level:
Nature 10
Range:
AOE/ SOV
Type:
Restoration / GM
Focus:
None
Duration:
Instant
Call:
Gift of Nature, Hold
Everyone within the sound of the caster’s voice receives
a Full Heal and Regrowth effect to each limb. In addition
all broken or damaged items are repaired. Toughness,
Alchemy and Magic Resists are replenished to full. This
spell may only be cast once per Flux.
Wrath of Nature
(S)
Level:
Nature 10
Range:
Special
Type:
Special / GM
Focus:
None
Duration:
Varies
Call:
Wrath of Nature
The caster must Designate a single item, structure or
person as cursed for destruction by nature. The caster
has 30 minutes to inform the target or Owner of the item
or building that they have been targeted for wrath of
Nature. This spell may only be cast once every 24 hours,
and the caster must get Plot’s permission to use it.
If the Primal Fury is killed, the caster should speak with a
GM to determine what happens to their character.
The caster can end the spell by returning to the point of
summoning and spending 15 minutes meditating to
appease the Fury.
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Order Spells
Identify
(S)
Level:
Order 1
Range:
Touch
Type:
Utility
Focus:
Flawed Orange Citrine
Duration:
Instant
Call:
Identify
This spell will determine the function and material
makeup of an item, mundane or magical. However,
details concerning who made the item, and who has used
the item are not revealed by this spell.
Confess
Level:
Order 1
Range:
Packet 1
Type:
Debuff
Focus:
Flawed Orange Citrine
Duration:
5 minutes or until used
Call:
Confess
The target MUST answer the next question they hear
truthfully. A temporary Will point must be spent at the
casting of this spell.
Harden
(S)
Level:
Order 2
Range:
Touch
Type:
Buff
Focus:
Flawed Orange Citrine
Duration:
30 minutes
Call:
Harden <Item>
The target item gains a single Resist effective against
Break or Destroy effects.
Bolster
(P)
Level:
Order 2
Range:
Touch
Type:
Buff
Focus:
Flawed Orange Citrine
Duration:
30 minutes
Call:
“Boost Toughness 3”
This spell temporarily adds +3 to the target’s Toughness.
True Sight
Level:
Order 3
Range:
Self
Type:
Sash
Focus:
Brilliant Orange Citrine
Duration:
15 Minutes
Call:
True Sight
This spells allows the caster to see all things invisible or
magically hidden.
Empower
(P)
Level:
Order 3
Range:
Touch
Type:
Buff
Focus:
Flawed Orange Citrine
Duration:
30 minutes
Call:
Empower
The target of this spell now adds the “Order” damage
type to any melee attacks.
Restore Toughness
(P)
Level:
Order 4
Range:
Touch
Type:
Restoration
Focus:
Flawed Orange Citrine
Duration:
Instant
Call:
Restore Toughness
This spell negates all Toughness removing effects that are
on the target and will restore expended Toughness.
Cleanse
(S)
Level:
Order 4
Range:
Packet 1
Type:
Utility
Focus:
Brilliant Orange Citrine
Duration:
Instant
Call:
Cleanse <Spell>
This spell will remove any single active spell on a target.
The caster must name the spell they wish to cleanse. Any
spell that summons or creates something may not be
cleansed, such as walls, elementals or items. This spell
has no effect against level ten spells.
Augment
(S)
Order 5
Touch
Buff
Brilliant Orange Citrine
30 minutes
Boost Hide 1 OR Boost armor 1 OR
Boost Carapace 2
The spell increases physical forms of protection. The
target of this spell must have armor, hide or carapace to
benefit from it. The caster picks one of the three to
augment. Armor or Hide are increased by 1 in all
locations, Carapace is increased by 2. This spell does not
stack with any other spells that increase Armor, Hide, or
Carapace.
Level:
Range:
Type:
Focus:
Duration:
Call:
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Rejuvenate
Level:
Order 5
Range:
Touch
Type:
Utility
Focus:
Brilliant Orange Citrine
Duration:
Instant
Call:
Transfer Mana <Mana>
On casting this spell the caster decides how much Mana
he wishes to transfer to the target, in multiples of 5.
There is no initial Mana cost to this spell, however the
caster must spend 1 Mana for every 5 Mana transferred
regardless of caster type.
5 feet from the item. If the item the caster currently
inhabits is broken, the caster will appear near where the
item was and takes a wound to each location. If the item
should be destroyed, the caster’s dead body will appear
near where the item was.
Duplicate
Level:
Order 6
Range:
Self
Type:
Buff
Focus:
Brilliant Orange Citrine
Duration:
30 minutes
Call:
Duplicate, Magic <Effect>
This smart defense protects the caster from a single
melee attack or maneuver. The caster may then throw a
packet with the same damage call and/or maneuver at
any legal target. The caster only gets a single packet, and
must duplicate the attack within 10 seconds of being
struck. The duplicated attack may be resisted as a spell.
Reflect
(P)
Level:
Order 6
Range:
Self
Type:
Buff
Focus:
Brilliant Orange Citrine
Duration:
30 minutes
Call:
Reflect, <Reflected Spell>
This Simple Defense will reflect the next spell cast at
them, detrimental or otherwise. The caster may then
throw a packet with the same effect as the original spell
at any legal target. Area of effect and sound of voice
spells cannot be reflected. The caster has 10 seconds
from the time he was hit with the spell to reflect it.
Inhabit Item
Level:
Order 7
Range:
Touch
Type:
Utility
Focus:
Flawless Orange Citrine
Duration:
Up to 24 Hours
Call:
Inhabit Item
The caster may enter any item that is no smaller than the
palm of their hand. The caster then goes out of game,
and follows wherever the item goes. The caster is
completely aware of their surroundings and can end the
spell at any time. Once ended, the caster appears within
Recall
(S)
Level:
Order 7
Range:
Touch
Type:
Utility / GM
Focus:
Flawless Orange Citrine
Duration:
Variable
Call:
Recall
After targeting a specific item with the spell, the caster
can ask 3 questions regarding the item and have them
answered. The quality of the answers varies, based on
the item and the questions.
Armor of the Gods
Level:
Order 8
Range:
Touch
Type:
Sash
Focus:
Flawless Orange Citrine
Duration:
15 minutes
Call:
Armor of the Gods
This spell adds 3 to all physical armor worn by the target
for the duration. If the target has no armor in a location,
the target gets Armor 4 in all locations. This spell will not
increase an armor rating higher than 9. This spell also
grants a single temporary fortitude to the target. Any
armor piece affected by this spell cannot be damaged,
broken or destroyed by any means short of a Plot effect.
Banish
(S)
Order 8
Packet (1)
Debuff
Flawless Orange Citrine
Instant
Banish Will <Will> OR Banish <Target
Spell>
This spell will banish any creature not native to the
current plane to their plane of origin. This includes
conjured and summoned creatures. If a creature is
successfully banished, they must go out of game
immediately and tell a GM. Banish may also be used on
any of the elemental walls.
Level:
Range:
Type:
Focus:
Duration:
Call:
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Mana Cannon
Level:
Order 9
Range:
Packet (1)
Type:
Direct Damage
Focus:
Flawless Orange Citrine
Duration:
Instant
Call:
<Damage> Order Flatten
The caster may spend from one to ten Mana to cast this
spell regardless of caster type. The caster then throws
the packet at a target, calling damage equal to the Mana
spent on the spell. If the target is wounded by the spell,
they are Flattened.
spell had just been cast. Then, all targets’ Endurance and
Mana pools are refilled, and their Toughness and
fortitude are refreshed. This spell can only be cast once
every 24 hours.
Water Spells
Valor
(S)
Level:
Order 9
Range:
Touch
Type:
Buff
Focus:
Flawless Orange Citrine
Duration:
30 minutes
Call:
Valor
When the target would normally die, they are instead
revived: their Toughness restored, all their wounds are
healed, and they regain one Magic Resist.
Harmony
(S)
Level:
Order 10
Range:
Self
Type:
Alteration
Focus:
None
Duration:
10 minutes
Call:
None
Once this spell is cast, all active magical effects on the
caster are dispelled. While affected by this spell, the
caster is unaffected by any magic, Faith or Alchemy,
including their own. While this spell is active, the caster
is immune to all sources of damage with the exception of
non-magical, physical damage. In addition, the caster of
this spell may only cast order magic and deal physical
attacks while under the effects of this spell. The caster
cannot be killed while under the effects of this spell. Any
wounds incurred while under its effects will begin
bleeding once the spell ends. This spell cannot be
dispelled or removed by any means.
Symphony of Order
Level:
Order 10
Range:
Sound of Voice
Type:
Line of Sight
Focus:
None
Duration:
Instant
Call:
“Hold (explanation of effects)”
After casting this spell, all magical effects active on any
target of this spell has its duration refreshed as if the
Control Water
Water 1
Touch
Utility
Flawed Blue Sapphire
Varies
A) Purify Water B) Douse C) Locate
Water
This spell can be cast in 3 different ways:
A) Will purify any bucket or pail-sized container of water
of any alchemical tonics, poisons, diseases, or potions.
B) Will douse any fire no larger than a campfire.
C) Caster will be pointed to the nearest surface water
source. Caster will have no indication of the distance of
the water source.
Level:
Range:
Type:
Focus:
Duration:
Call:
Identify Solution
(S)
Level:
Water 1
Range:
Touch
Type:
Utility
Focus:
Flawed Blue Sapphire
Duration:
Instant
Call:
Identify Solution
Identifies any liquid potion or alchemical tonic the caster
holds. The actual liquid-potion must be visible. Certain
special potions may require that the caster spend more
time in examination before its contents may be
identified.
Chill
Level:
Water 2
Range:
Touch
Type:
Debuff
Focus:
Flawed Blue Sapphire
Duration:
5 minutes
Call:
“Chill”
The target is Slowed.
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Slip
(S)
Level:
Water 2
Range:
Packet (1)
Type:
Debuff
Focus:
Flawed Blue Sapphire
Duration:
Instant
Call:
Knockdown
The Caster conjures a thin sheet of ice under the target’s
feet, causing them to slip and fall down.
The target is Knocked-down.
Icy Grasp
(P)
Level:
Water 3
Range:
Touch
Type:
Buff
Focus:
Flawed Blue Sapphire
Duration:
30 minutes
Call:
Icy Grasp
The target’s hand is frozen to the weapon, making them
resistant to all Disarm and Great Bash effects. The target
will not be able to let go of the weapon for the entire
duration of the spell. If struck with a Disarm or Great
Bash effect the target should call “Icy Grasp”.
Rust
Level:
Water 3
Range:
Packet 1
Type:
Debuff
Focus:
Flawed Blue Sapphire
Duration:
Permanent
Call:
Rust -1 armor
The caster emits a stream of corrosive energy, which
permanently degrades all non-magical armor.
Rust reduces the rating of all non-magical armor worn by
the target by one. Rust does not affect magical armors,
hide, or carapace. Any armor whose rating is reduced to
zero by this spell is considered destroyed, and cannot be
repaired.
Glacier Skin
Level:
Water 4
Range:
Self
Type:
Sash
Focus:
Brilliant Blue Sapphire
Duration:
15 minutes
Call:
Hide
A thick sheet of ice covers the target’s body.
(P)
caster should call "–Shattered” and the spell immediately
ends.
Snow Blind
(S)
Level:
Water 4
Range:
Touch
Type:
Debuff
Focus:
Brilliant Blue Sapphire
Duration:
5 minutes
Call:
Blind
The caster harnesses the power of ice to spray tiny shards
of ice at the enemy, blinding them.
The target is Blinded. The target will be unable to attack,
use ranged or touch spells, and Alchemy. The blinded
character may only use spells, potions, Faith or Alchemy
on themselves.
Freeze / Thaw
(S)
Level:
Water 5
Range:
Packet (1)
Type:
Alteration
Focus:
Brilliant Blue Sapphire
Duration:
5 minutes
Call:
“Freeze”
The caster encases the target in a block of magical ice.
While frozen, the target cannot perform any actions, and
any timers currently affecting the target are paused for
the duration. Any direct damage spell that strikes the
target will shatter the ice, leaving the target unharmed,
but ending the effect. Any spell with the “Faith” carrier
will not only shatter the ice, but will affect the character
as normal. A frozen target is completely unaware of
their surroundings. Freeze also doubles as Thaw, which
will unfreeze any frozen target instantly.
Hydro Cannon
(S)
Level:
Water 5
Range:
Burst (20)
Type:
Debuff
Focus:
Brilliant Blue Sapphire
Duration:
Instant
Call:
Knockdown
The mage summons a power burst of water from their
hand knocking foes to the ground.
Targets are Knocked-down.
The caster gains a Hide of 4. If they are hit for 5 or more
the hide is shattered; however the blow is absorbed by
the Glacier Skin. On the blow that shatters the hide the
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Create Serum of Vitality / Insight
Level:
Water 6
Range:
Touch
Type:
Summon
Focus:
Brilliant Blue Sapphire
Duration:
30 minutes
Call:
Create Serum of Vitality/ Insight
The mage creates a serum of magically pure water. The
caster must have an empty container/potion bottle
which to cast the spell into. A person may drink a potion
created by this spell once a day. On casting the spell, the
mage chooses which effect the potion has.
Vitality - Restores Toughness, removes all poisons and
Alchemy affecting the drinker, and restores 5 Endurance.
Insight - Restores 10 Mana, and replenishes one use of
an arcane ability (except Channel Higher Magic and Spell
Potency).
The potion created by this spell is highly unstable, and
expires after 30 minutes.
Cleanse Wound
(P)
Level:
Water 6
Range:
Touch
Type:
Restoration
Focus:
Brilliant Blue Sapphire
Duration:
Instant
Call:
Heal <Target Wound>
This spell Heals one wound of the caster’s choice. This
spell only works on living targets.
Pools of Vision
(P)
Level:
Water 7
Range:
Self
Type:
Utility/ GM
Focus:
Flawless Blue Sapphire
Duration:
Special
Call:
Pools of Vision
The caster reaches down into the depths of the plane of
water in his search.
This spell takes 5 minutes to cast. Upon casting, the
caster asks a single question to a pool of water. Within 2
hours of the casting time either an answer to the caster
will be given or a place to find the answer. This spell can
be used to find the location of hidden items, information
about a person, or a certain topic.
Summon Water Elemental
Level:
Water 7
Range:
Touch
Type:
Summon (GM)
Focus:
Flawless Blue Sapphire
Duration:
A) One Flux. B) Plot discretion
Call:
Summon Water Elemental
The caster can either summon a minor elemental from
the plane of Water who will serve the caster’s wishes, or
seek the assistance of a more powerful, intelligent
creature from that plane.
G) When summoning a minor elemental, the player of
the caster finds a friend or asks Plot for the service
of an NPC. That person then becomes the Water
elemental for the duration. The caster must provide
costuming for the elemental at least consisting of a
tabard and either face paint or a mask. See the
appendix, summoned creatures, for the stats of the
creatures.
H) When seeking the assistance of a powerful
elemental, the caster must seek out Plot before
casting the spell. The response to the summons is
entirely at Plot’s discretion, but the summoned
entity will typically be friendly to the caster, and will
generally not stick around for more than an hour.
Wall of Frostbite
Level:
Water 8
Range:
Wall
Type:
Wall
Focus:
Flawless Blue Sapphire
Duration:
30 minutes
Call:
Stun, Chill, Weaken -1 Damage
Frozen vapor wreaths anyone who touches this wall,
leaching energy from them and weakening them.
(S)
The effects Stun, Chill, and Weaken -1 Damage are
delivered to all who touch or pass through this Wall.
Please note that the weaken effect stacks each time the
target passes through the wall.
The caster may pass through the wall without taking any
effect.
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Tidal Wave
Water 8
LOS in front of the caster 30 ft
Debuff
Flawless Blue Sapphire
10 seconds
Everyone within 30 ft in front of me
Flatten Stun
The caster summons a massive tidal wave to smite all
those in front of him and knock them away.
Blizzard
Water 10
AOE/ SOV
Debuff
None
5 minutes
Everyone within the sound of my voice
freeze, unresistable
Everyone within the range of the caster’s voice is frozen.
This spell can only be cast once a Flux.
Level:
Range:
Type:
Focus:
Duration:
Call:
Level:
Range:
Type:
Focus:
Duration:
Call:
Everyone in front of the caster within 30 ft is Flattened
and Stunned.
Ice Spear (S)
Level:
Water 10
Range:
Packet (1)
Type:
Direct damage
Focus:
None
Duration:
5 minutes
Call:
7 Water Pierce, Pin
The Caster can throw a spear of ice that will impale the
target.
Ice Form
(P)
Level:
Water 9
Range:
Self
Type:
Sash
Focus:
Flawless Blue Sapphire
Duration:
15 minutes
Call:
Ice Form
The caster encases his body in water, which freezes like a
hard crystal.
This spell grants the caster level 6 armor in every
location. This spell will not stack with any other armor. If
the caster is wearing armor, use the higher of the two
values in each location. Anyone who lands a non-ranged
attack on the caster must resolve a Freeze effect, which
may be resisted. Ice Form cannot be damaged, and the
caster resists the effects of the “Melt” spell . While in Ice
Form, all of the caster's Water spells have their pool cost
reduced by 1, to a minimum of 1.
Drown
(S)
Level:
Water 9
Range:
Packet 1
Type:
Debuff/ Death
Focus:
Flawless Blue Sapphire
Duration:
5 minutes
Call:
Drown
The target falls to the ground stunned, clutching their
chest and gasping for air.
After the duration, the target dies. The drowning victim
can be saved if dispel magic or cleanse is cast on them
before the first minute. If the spell is removed via dispel
magic, the character cannot use in-game abilities for
however long they were affected by the spell. The caster
of the spell can call off the effects at any time before the
duration has ended.
The caster throws a packet for 7 Water Pierce, Pin (As
the ranged maneuver) direct magic damage. The target is
pinned to the ground if the spell lands regardless of
whether or not they are actually wounded.
Universal Spells
Detect Magic
Level:
Universal 1
Range:
Touch
Type:
Utility
Duration:
Instant
Call:
Detect Magic
This spell will determine whether an item is magical, but
will not determine its function, or the type of magic
contained within.
Light
(S)
Level:
Universal 1
Range:
Self
Type:
Utility
Duration:
1 Hour
Call:
Light
This spell makes a small magical light for the mage. The
phys-rep is a glow stick. Flashlights and other sources
must have Plot approval.
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Decipher
Level:
Universal 1
Range:
Touch
Type:
Utility/ GM
Duration:
Instant
Call:
Decipher
When trying to understand languages or symbols of an
unknown nature, Decipher is an extremely useful spell.
This spell can be cast on a symbol, word, or letter, and
will tell the mage something about the meaning of that
particular target. Casting this spell multiple times on the
same target may not improve the results.
maneuvers may be called on the delivery of this spell.
Magic Touch may not be used on spells of the seventh
level or higher.
Daydream
(P)
Level:
Universal 1
Range:
Self
Type:
Utility/ GM
Duration:
15 minutes
Call:
Daydream
The caster enters a magical sleep. During that time they
may only be awakened through magical means, or if they
take a wound. During this sleep, the player will
experience vivid dreams. The dream may include riddles,
history, symbolism or other forms of information. The
daydream may or may not contain information pertinent
to current events.
Purify Food / Drink
(S)
Level:
Universal 1
Range:
Touch
Type:
Utility
Duration:
Instant
Call:
Purify Food/ Drink
This spell will purify any plate of food or glass of liquid of
any Alchemy, poisons, or impurities.
Magic Touch
Level:
Universal 2
Range:
Touch
Type:
Utility
Duration:
Special
Call:
Magic Touch
This spell allows the caster to channel spells and cast
them through a melee weapon.
Any touch spell may be altered using this spell. Ranged
weapons cannot be targeted by this spell. The caster
must target a weapon, then cast Magic Touch. Within
ten seconds of casting the spell, the caster must then
target the weapon with a touch spell. The caster then
has 30 seconds to deliver the touch spell with the
weapon. The caster only has a single attempt to “touch”
the target with the weapon. No weapon damage or
Truth
Level:
Universal 2
Range:
Touch
Type:
Debuff
Duration:
5 minutes
Call:
Truth, Will <Will>
The caster can force a single target to answer 3 questions
truthfully. The target is not forced to speak, and may
remain silent for the duration of the spell. However, if
the target does speak, they must answer the questions as
honestly and forthright as possible.
Calm
(P)
Level:
Universal 2
Range:
Touch
Type:
Conjuration
Duration:
30 minutes
Call:
Calm
This spell may be used to calm frightened townspeople,
mentally unstable individuals, or savage beasts.
Calm suppresses any emotional or mental problems in
the target such as phobia, depression, fear, and other
mental effects to levels that targets can Manage for short
periods of time. This spell can reduce the debilitating
effects of negative emotions in the target for up to 30
minutes, however any trauma or extreme behavior near
the target will negate this spell. Calm will negate the
effects of Death Gaze, Berserk, Paranoia, Roar, Fear, and
Laugh.
Bend
Level:
Universal 2
Range:
Touch
Type:
Utility
Duration:
Instant
Call:
Bend
The target may bend his or her body in any way to
escape non-magical bonds instantly, or to wriggle
through a hole or space no smaller than 4 inches in any
direction (such as prison bars, a small window, small
cave, etc.)
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Create Unstable Scroll / Potion
Level:
Universal 2
Range:
Touch
Type:
Utility / GM
Duration:
One Game
Call:
Create Unstable Scroll/ Potion
This spell is used to make unstable scrolls and potions,
which have a substantially shorter lifespan than the more
stable versions created by the Imbuing skill.
The caster may only create unstable scrolls and potions
that they know and can cast. First, the caster spends
Mana to prepare the proper vessel to receive the spell.
The caster must then immediately cast the desired spell,
paying double the proper Mana cost. The casting time
for this spell is equal to the level of the desired spell in
minutes, and the caster is considered to be incanting for
this time. The items created from this spell follow the
same rules as their stable counterparts. The caster must
pay half of the monetary cost to produce the stable
version. Please refer to Trade Skills: Imbuing. Characters
with sufficient Imbuing skill to create the item pay half
the total Mana cost and take half the time for the
creation.
Identify Poison / Alchemy
(S)
School/ Level:
Universal 3
Range:
Packet (1)
Type:
Utility
Duration:
Instant
Call:
Identify Poison / Alchemy
Mystical forces reveal the presence and nature of any
alchemies or poisons.
This spell targets a single meal, drink, or item. The caster
will identify any Alchemy or poison present.
Resist Magic / Alchemy
(P)
School/ Level:
Universal 3
Range:
Touch
Type:
Buff
Duration:
30 Minutes
Call:
Resist Magic / Alchemy
The caster grants the target either a magic or Alchemy
resist. This spell may only be cast on any one target once
per hour.
Attune
Level:
Universal 3
Range:
Touch
Type:
Utility / GM
Duration:
Instant
Call:
Attune
This spell allows the caster to attune to an item they are
touching.
The caster then becomes aware of the last 30 minutes of
the item’s history, from the item’s perspective. The
information gained from this spell varies and is up to the
GM present.
Detect / Reveal Hidden
(S)
Level:
Universal 3
Range:
Self
Type:
Debuff
Duration:
Instant
Call:
Detect Hidden… Reveal
This spell allows the caster to momentarily see invisible or
camouflaged creatures, and potentially remove their
disguise.
There must be some indication that an invisible or
camouflaged creature is nearby, or the spell cannot be
cast. The caster may then point at any one detected
target and call “Reveal”, which counteracts Invisibility or
Camouflage and ends this spell.
Magic Lock / Unlock
Level:
Universal 3
Range:
Touch
Type:
Utility
Duration:
One Flux
Call:
Magic Lock / Unlock
This spell will magically lock or unlock any container that
can be closed or any item that can be latched, including
doors and books.
There must be a tag stating that there is a magical lock
on the item. This spell cannot be used to unlock
mundane locks. The caster does not have to cast magic
unlock on any magic lock he has placed. Any magic lock
not placed by the caster must be opened with the magic
unlock spell. Once an item with a magic lock has been
opened, the magic lock spell must be recast to magically
lock the item again. Pick Lock skill does not work on
magic locks.
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Magic Transfer
Level:
Universal 4
Range:
Self
Type:
Buff
Duration:
30 seconds
Call:
Magic Transfer (Target Spell)
This powerful spell allows the caster to transfer self spells
to other people.
Mana Shield
Level:
Universal 4
Range:
Self
Type:
Enchantment
Duration:
30 minutes
Call:
Mana Shield
The caster bends their Mana to make a magic shield
around their body.
After casting this spell, the caster then has the duration
to cast another spell with a range of self, but must touch
another as the target. This spell does not function on
spells higher than the sixth level, and casting such a spell
will end the duration of Magic Transfer.
The caster gains a single use of the Carapace defense.
Repair
Level:
Universal 4
Range:
Touch
Type:
Utility
Duration:
Instant
Call:
Repair (Target Item)
Mystic energies mend torn clothes, re-forge broken
swords, and restore shattered armors.
(S)
This spell will repair items that have been Broken or
damaged. This includes effects that lower armor ratings,
such as Dent, Rust, and Alchemy Acid. Destroyed items
are unaffected.
Haven
Level:
Universal 4
Range:
Self
Type:
Buff
Duration:
15 minutes
Call:
Haven
The mage summons a powerful magic ward that protects
them from harm.
On casting this spell the caster must clasp their hands
over their head and call out “haven”. The caster must
have nothing in their hands. The caster will not be
affected by any damage, weapon maneuvers, Faith
abilities, or Alchemy. The mage may only walk, not run.
The caster may not take offensive actions, such as
blocking someone’s path, or engage in physical role-play.
If the caster drops their hands, runs, or take an offensive
action it ends the spell. Haven will not stop lethal
effects. Haven can be removed with the spells Cleanse,
Dispel, and Requiem of Chaos.
(P)
Fling
Level:
Universal 4
Range:
Packet 1
Type:
Debuff
Duration:
Instant
Call:
Fling (Target Item), Will <Will>
The target flings their weapon, shield or other targeted
item in hand at least six feet from themselves. When a
target is affected by this spell, they must throw the item
safely and out of the way of other characters. They may
not pick the item back up for 10 seconds after it has been
thrown. While being tossed, the weapon cannot inflict
damage on anyone accidentally struck mid-throw.
Energy Bolt
Level:
Universal 5
Range:
Packet 1
Type:
Direct Damage
Duration:
Instant
Call:
<Damage> Magic
The mage summons a single powerful bolt of raw Mana.
The mage chooses the damage that the spell inflicts,
from 1-3 damage. The Mana cost for this spell is double
the amount of damage the mage chooses.
Invisibility
School/ Level:
Universal 5
Range:
Self
Type:
Buff
Duration:
5 minutes
Call:
Invisibility
The caster is cloaked in powerful magic, becoming
completely invisible to the naked eye.
(P)
The caster becomes Invisible and other characters should
role-play that they have no awareness of the caster.
To maintain their invisibility:
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 They must hold both hands over their head with a
bright blue ribbon held between them. No ingame items may be held in their hands.
 They must remain silent, outside of normal
footsteps and in-game calls.
 They cannot spend pools.
 They cannot use items.
Summon Magical Weapon or Shield
(S)
School/ Level:
Universal 5
Range:
Self
Type:
Buff
Duration:
30 minutes
Call:
None
A short sword, long sword, or shield is created. Only one
such item may be created at a time. Only the caster may
use the item. This spell cannot be magic transferred. The
summoned item cannot be disarmed or destroyed, nor
can it benefit from buffs. If the caster willingly puts the
summoned item down, it ends the spell. The mage must
have the phys-rep for this spell before they cast it. The
phys-reps may be carried by the caster, but are out of
game, and cannot be used except during the duration of
this spell.
The weapon grants the user Adept skill with one-handed
weapons, its base damage is as a one handed sword, and
it can be the target of Magic Touch. Its phys-rep is a
white, single-handed long or short sword with a yellow
strip tied above the cross guard.
The target attacks the first person they see relentlessly
until that target is incapacitated, then picks the next
target they see and attacks them in the same manner
until all targets are defeated or the effect ends.
Minotaurs cannot resist this spell.
Energy Burst
Level:
Universal 6
Type:
Direct Damage
Range:
Burst (10)
Duration:
Instant
Call:
1 Magic
A large burst of energy flies from the caster, causing
magical damage to anyone unfortunate enough to be
caught in its swath.
This spell does direct damage to targets affected by the
burst.
The shield grants the caster a block rating of 6. Its physrep is white with a yellow strip on its face.
Berserk
Level / School: Universal 5
Type:
Debuff
Range:
Touch
Duration:
5 minutes
Call:
Berserk, Will <Will>
Their will overcome, the target loses the ability to
distinguish friend from foe and is flooded by rage,,
causing them to lash out at the nearest target.
Blink
Level:
Universal 5
Type:
Buff
Range:
Self
Duration:
30 Minutes
Call:
Blink
The caster is protected against the next melee or ranged
attack, spell, or Alchemy as if the attack did not Land.
This spell cannot defend against tenth level spells, area
of effect spells, or effects with the “Faith” or “Lethal”
modifiers. The next spell, attack, or Alchemy of any kind
will trigger the blink, excluding beneficial spells. This is a
simple defense.
Immovable Object
(P)
Level:
Universal 6
Type:
Buff
Range:
Self
Duration:
30 Minutes
Call:
Immune
This spell grants the caster Immunity to Flatten,
Knockback and Knockdown effects. However, spells that
do not specifically target the subject (such as Area of
Effect and Sound of Voice spells) retain their effect.
Power Word
Level:
Universal 6
Type:
Buff
Range:
Self
Duration:
30 minutes
Call:
Power Word <Target Spell>
This spell allows the mage to prepare a single spell of
level 6 or lower to be cast instantly. A caster may only
have a single spell prepared with Power Word at a time.
To use this spell:
5. Cast Power Word.
6. Within 10 seconds, cast the target spell.
7. Inscribe the name of the target spell on a piece of
paper.
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8.
Within the duration, call “Power Word <Target
Spell>” then the spell’s call, and then deliver the
effect. The paper should then be torn.
Create Focus / Spellbook
Level:
Universal 6
Type:
Utility / GM
Range:
Touch
Duration:
Instant
Call:
None
This spell creates magical foci and spellbooks, as used by
gem and book casters. In order to do this, the caster
must have a gem or blank book, which must be acquired
in-game. On casting this spell the caster will align the
focus to one school of magic, or make the book viable for
use as a spellbook. When creating a focus, 3 Mana is
spent for a flawed gem, 6 Mana for a brilliant gem, and 9
Mana for a flawless gem. The caster will need to get an
item tag from Plot for the item before it can be used in
game.
Blink Strike
(P)
Level:
Universal 6
Type:
Buff
Range:
Self
Duration:
Instant
Call:
None
Upon finishing the incant, the caster puts their hand on
their head and immediately walks at least at normal pace
up to 20 feet (approximately 8 steps) in the direction
they were facing when they finished the incant, then
reappears. While moving with their hand is on their
head, the character cannot be affected by anything short
of a Plot effect.
The next melee strike delivered by the caster will swing
for +1 damage if it is made less than ten seconds after
reappearing. If the strike misses, the damage bonus is
lost.
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Sorcery
Sorcery is the skill used by Incanters to perform rituals. Sorcery is much less intuitive than mere spellcasting, so a character
must have achieved mastery (6th level) of at least one school of magic other than universal before they may begin buying
sorcery. Characters may only buy levels of sorcery from schools that they have mastered. A character cannot learn rituals
of a higher level than they can cast in a particular school. Excluding first level, a character must successfully perform their
highest level ritual before they may buy the next. (For example: Tony the death mage has learned necromancy up to the
seventh level, and necromantic sorcery of the same level. While he knows of a trainer, and has successfully performed the
Oblivion ritual, he cannot learn the next ritual until he has advanced to the eighth level of necromancy.)
Rituals require preparation and time on the part of the sorcerer, and require a Marshal’s assistance in order to determine
the ritual’s success or failure. To learn a ritual, a character must find a sorcerer to train them in game. Learning a ritual
costs experience points equal to its level. Performing a ritual requires a ritual square, components, and a lead sorcerer.
The player performing the ritual must inform a GM at least a half‐hour to an hour before beginning. When beginning a
ritual, the lead sorcerer must present all required components and essences to the supervising GM. Then, the GM must be
informed of the intent of the ritual, its target, and any assistants involved. The lead sorcerer may designate up to two
assistant sorcerers, who must know an equivalent level of sorcery, regardless of type. Each assistant reduces the
performance time of the ritual by one‐third of the base time. However, if an assistant leaves the ritual square or is
incapacitated, it automatically causes ritual feedback. Rituals with a base time of less than fifteen minutes receive no
benefit from assistance.
Feedback is what happens when the energies of a ritual are prematurely discharged through improper casting or disruption.
The effects of feedback are unpredictable and usually catastrophic. Every ritual has steps, which must be performed
properly. If any of these steps are performed improperly, the ritual has a chance to feedback. When a ritual suffers from
feedback, it the GM’s discretion as to its effect, but it will usually be related to the intended purpose of the ritual.
When drawing out the ritual square, the caster must mark the outer edge with a rope. The square may be either 5 or 10
feet to a side. The caster must then place an icon, which is a representation of one of four of the schools from their type
(elemental or spiritual) in each corner of the square. As the sorcerer places each icon, the following must be stated; “Hail to
the keeper of the gateway to (school).” These icons may be placed in any order they wish. The schools that must be
represented are Air, Fire, Earth and Water, or Life, Chaos, Death, and Order. Items chosen as icons typically are of personal
value to the sorcerer, and vary greatly. The lead sorcerer of the ritual typically represents the school of Mind in the case of
spiritual spells, and the land around them would represent the school of Nature in the case of elemental spells. This is
because there is no plane of mind or nature. These two planes were fused together by The Fates as per the gods’ request
in order to form what is now known as the material plane. After placing the last icon, the lead sorcerer must stand in the
center of the square and say, “Hail to the keepers of the spirit/elements, I, (lead sorcerer’s name here) seek your aid.” The
act of placing these icons around the square and saying the proper words is referred to as “priming” the square. The
purpose of priming the area is to anchor the material plane to the other four planes of the caster’s casting type, so that the
five planes will work in conjunction in order to focus this potent form of magic.
Components for performing a ritual are called essences and implements. Essences are distilled power, which has been
attuned to one of the planes represented by the different schools of magic. There are other essences as well, but these are
very hard to find, and are only used in the most powerful rituals. These are Tainted, Blessed, Void and Fate essences.
Essences can be almost any object, but are such unique representations that only one instructed in sorcery can tell between
it and another example of the item. Certain essences are more powerful than others, and fall into the Common,
Uncommon, or Rare varieties. When performing a ritual, the essences required must stay within the ritual square for the
duration. If they are removed, the ritual fails, and risks feedback. If a ritual fails, the essences are not consumed, and may
be recollected and used in another attempt. When a ritual is completed, the powers of the essences are discharged, thus
returning the magical energies held within to the corresponding plane of origin, and are consumed. Implements are
mundane items that are required for certain steps in each ritual, and are not consumed at the end. Rituals from levels one
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to five have one implement, and rituals level six and above require two. Each individual ritual will describe which essences
and implements are required.
A ritual begins with the lead sorcerer speaking an incant that includes the ritual to be cast, the discipline from which the
school draws its power (necromancy, cosmology, pyromancy, etc…), and their intent to begin the ritual. For Example:
Jason the elemental sorcerer has begun his very first pyromantic ritual. He has primed his square and is ready to begin his
incant. He yells, “I draw upon my knowledge of pyromancy, and begin to Commune With Fire!” Completion of the incant
triggers the start of the ritual, and denotes the time when the steps of the ritual must begin to be carried out by the lead
sorcerer and any assistants.
A ritual’s steps are indicated in its description, and must be followed explicitly. It is up to the lead sorcerer to add elements
to the ritual for flavor and role‐play, which may incur a benefit, based on the observing GM’s discretion. A ritual is
finished after all steps required have been fulfilled and the required duration has passed, at which point the sorcerer must
state that the ritual has come to a close. For Example: “I bring this ritual to a close, and I return these essences to the
universe.” At this point, if the ritual was successfully performed, the essences are consumed.
The lead sorcerer of a ritual may abort the ritual at any point by stating, “Forgive me keepers, I cannot continue.” Ending a
ritual in this fashion will not result in any penalty, unless the supervising GM has already determined that feedback will
occur. There are several situations that will cause a ritual to fail or feedback:
1.
2.
3.
4.
5.
If the essences for the ritual are removed from the ritual square, or damaged in some way.
If the steps of the ritual are performed incorrectly.
If the lead sorcerer or any assistants leave the ritual square.
If the lead sorcerer or any assistants are incapacitated.
If the lead sorcerer decides to abort the ritual.
Rituals
Pyromantic Rituals
Level 1:
Commune with Fire
Essences:
Implement:
Casting Time:
Required Steps:
4 Common Fire
A small vial of oil.
20 minutes.
The lead sorcerer must drip the contents of the vial on the representation of fire in the ritual square at
the end of the ritual.
Description:
This ritual attunes the sorcerer to the element of fire. After successfully completing the ritual the
sorcerer recovers 30 Mana, which can be split between the lead sorcerer and any assistants. The
sorcerer will be informed as to the general nature of the element of fire in the area. The sorcerer may
also send a message to any fire mage of sixth level or higher that they have met, or to a creature
currently on the plane of fire that the sorcerer knows the name of.
Possible Feedback: The sorcerer has offended the plane of fire, and suffers from its effects. The lead sorcerer and any
assistants cannot resist fire effects until the next flux.
Level 2:
Essences:
Implement:
Casting Time:
Required Steps:
Description:
Brand
1 Common Earth, 1 Common Order, 1 Common Fire, 1 Uncommon Fire
A piece of charcoal.
5 minutes.
The sorcerer must draw their symbol on the item with the charcoal at the end of the ritual.
The sorcerer brands a single item with a magical brand of fire. This brand cannot be removed. Every
sorcerer has a unique brand, which is about size of a quarter. The sorcerer will be able to locate any
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item that they have branded by expending 3 Mana. The sorcerer will know the exact location of the
item in relation to his current position. Only items or constructs maybe branded.
Possible Feedback: The item must resolve a destroy effect as the energies of the ritual go out of control.
Level 3:
Incinerate
Essences:
Implement:
Casting Time:
Required Steps:
2 Common Chaos, 2 Uncommon Fire
A firepit or fireplace.
15 minutes.
The lead sorcerer must stand in the center of the firepit or in front of the fireplace for the duration of
the ritual.
Description:
The sorcerer channels an intense and all‐consuming heat. All non‐magical items and corpses inside
the ritual area are destroyed at the end of the ritual. These items must be placed inside the ritual
square before the ritual begins, and must stay inside for the duration. At the end of the ritual, anyone
besides the lead sorcerer and any assistants must resolve an “8 fire” attack to each location. Also, the
intense flames heal those who are attuned with elemental fire, healing all wounds on the lead sorcerer
and any assistants at the end of the ritual.
Possible Feedback: The lead sorcerer and any assistants must resolve an “8 fire” attack to the chest, and a melt effect to
one item of the supervising GM’s choosing.
Hydromantic Rituals
Level 1:
Commune With Water
Essences:
Implement:
Casting Time:
Required Steps:
4 Common Water
A drinking implement filled with water.
20 minutes.
The sorcerer must pour a portion of the water over the representation of water in the ritual square at
the end of the ritual.
Description:
This ritual attunes the sorcerer to the element of water. After successfully completing the ritual the
sorcerer recovers 30 Mana, which can be split between the lead sorcerer and any assistants. The
sorcerer will be informed as to the general nature of the element of water in the area. The sorcerer
may also send a message to any water mage of sixth level or higher that they have met, or to a creature
currently on the plane of water that the sorcerer knows the name of.
Possible Feedback: The lead sorcerer and any assistants are curse with a terrible thirst that cannot be quenched. Spell
casting times are doubled due to the dryness of their throats.
Level 2:
Transmute Alchemy
Essences:
Implement:
Casting Time:
Required Steps:
3 Common Water, 1 Uncommon Chaos
A small stirring rod, crafted from iron.
15 minutes.
The caster must touch the rod to each of the alchemies to be transmuted as the ritual begins, and must
somehow stir the contents of each before the end of the ritual.
Description:
This ritual alters the makeup of up to five alchemies, which can be any variety up to level five. The lead
sorcerer may change the target alchemies into any other of its level or lower.
Possible Feedback: The alchemies vaporize, and the lead sorcerer and any assistants must resolve their effects.
Level 3:
Essences:
Implement:
Casting Time:
Required Steps:
Description:
Slumber of Frost
1 Common Life, 1 Common Water, 1 Uncommon Life, I Uncommon Water
30 minutes.
This ritual creates a magical zone that is imbued with the healing power of water and the preservative
effects of ice. Any who enter the area will instantly fall asleep, and any timers currently affecting them
will pause. This ritual cannot affect the lead sorcerer or any assistants. Once under the effects of this
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ritual, targets enter a deep sleep, and cannot be roused unless removed from the ritual area, or thirty
minutes passes. All Alchemy and poison affecting the character will be removed after five minutes of
sleep. A single wound of the target’s choice will be healed after ten minutes. After fifteen minutes of
sleep, all harmful effects generated by spells level nine and lower are removed from the target. After
twenty minutes, all wounds on the character will be restored. After thirty minutes, the character will
regain ten Endurance and twenty Mana. Once created, area lasts for six hours, but the ritual may affect
only three characters at a time. If any more than three enter the area at a single time, the ritual ends.
Once a character has entered, they may not benefit from the same ritual square again.
Possible Feedback: Characters entering the zone fall asleep as normal, but their timers continue. They do not benefit from
any of the square’s normal effect, but are still roused after 30 minutes.
Geomantic Rituals
Level 1:
Commune With Earth
Essences:
Implement:
Casting Time:
Required Steps:
4 Common Earth
A hand shovel.
20 minutes.
During the ritual, the lead sorcerer must dig up a small portion of earth with the shovel, and place it
next to the representation of earth in the ritual square.
Description:
This ritual attunes the sorcerer to the element of earth. After successfully completing the ritual the
sorcerer recovers 30 Mana, which can be split between the lead sorcerer and any assistants. The
sorcerer will be informed as to the general nature of the element of earth in the area. The sorcerer
may also send a message to any earth mage of sixth level or higher that they have met, or to a creature
currently on the plane of earth that the sorcerer knows the name of.
Possible Feedback: The ground rises up from underneath the lead sorcerer, and envelops a portion of the ritual
components.
Level 2:
Hallowed Ground
Essences:
Implement:
Casting Time:
Required Steps:
2 Common Earth, 1 Common Death, 1 Uncommon Life
A chunk of from an earth elemental.
10 minutes
The lead sorcerer must pace the outline of the grave, moving clockwise. At the end of the ritual, the
lead sorcerer and any assistants must lay the body inside the grave.
Description:
This ritual creates a grave, specially prepared to either protect any remains placed in it, or destroy an
undead creature. The grave is large enough for a single target, which is magically buried within the
ritual square upon completion. Any corpse placed inside the grave cannot be raised as an undead
creature unless the effect of this ritual is somehow removed. Any undead placed inside the grave are
completely destroyed at the end of the ritual. The corpse or undead creature must be inside the ritual
square for the entire performance.
Possible Feedback: The body is animated as a lesser undead, and attacks the lead sorcerer and any assistants.
Level 3:
Essences:
Implement:
Casting Time:
Required Steps:
Description:
Guiding Path
2 Common Air, 2 Uncommon Earth
A Y‐shaped implement, such as a stick.
15 minutes.
The lead sorcerer must hold the Implement by the short ends, and turn to face each element
represented in the ritual square periodically through the ritual.
This ritual allows the lead sorcerer to track a single target that they have met personally. Successful
performance of the ritual reveals the target’s current location, and the most direct path the sorcerer
can take to them. This ritual will find targets, regardless of any spell cast, or the target’s sneaking level.
The duration of this effect can last for a random amount of time, but will usually get the sorcerer close
enough to find the target.
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Possible Feedback: The information given to the sorcerer is dangerously wrong, and is led to a monster’s lair or into a
dangerous situation.
Meteorological Rituals
Level 1:
Commune With Air
Essences:
Implement:
Casting Time:
Required Steps:
Description:
4 Common Air
A piece of a tree that had been struck by lightning.
20 minutes.
The sorcerer must place the piece of tree next to the representation of Air in the ritual square.
This ritual attunes the sorcerer to the element of air. After successfully completing the ritual the
sorcerer recovers 30 Mana, which can be split between the lead sorcerer and any assistants. The
sorcerer will be informed as to the general nature of the element of air in the area. The sorcerer may
also send a message to any air mage of sixth level or higher that they have met, or to a creature
currently on the plane of air that the sorcerer knows the name of.
Possible Feedback: The lead sorcerer and any assistants must resolve a “Drain Mana 30” effect, which can be split between
them.
Level 2:
Eyes of the Sky
Essences:
Implement:
Casting Time:
Required Steps:
Description:
1 Common Air, 2 Common Earth, 1 Uncommon Air
A copper tube big enough to look through.
30 minutes.
The sorcerer must be holding the metal tube up to one eye while viewing the target.
This ritual allows the caster to tap in to the energies of the sky and air. The sorcerer picks a single
location, item, or person that is known to them, and that they have had personal contact with before.
After the first 5 minutes of the performance, the caster will be able to view the target of the ritual as if
they were there in person. For every assistant that helps in the ritual, the performance is extended by
15 minutes, instead of the normal benefit. The targets being viewed by this ritual have no way to tell
that they are being watched.
Possible Feedback: The lead sorcerer is struck blind for 24 hours.
Level 3:
Gathering of Fog
Essences:
Implement:
Casting Time:
Required Steps:
Description:
2 Common Water, 2 Uncommon Air
A small bag of sea salt.
10 minutes.
The sorcerer must throw a portion of the salt over their left shoulder when the ritual begins.
The sorcerer cloaks the ritual area with a thick, magical fog. No one outside of the fog can see into the
ritual area, and any sounds within are muffled considerably. Only the lead sorcerer and any assistants
may ignore the effects of the fog, and any others that enter the fog will not be able to see or hear
anything that happens in or out of the fog. Last 1 hour.
Possible Feedback: An Ocean elemental appears within the ritual square, and attacks the lead sorcerer and any assistants.
Naturalistic Rituals
Level 1:
Essences:
Implement:
Casting Time:
Required Steps:
Description:
Boon of Nature
2 Common Nature, 1 Common Earth, 1 Common Air
An animal pelt harvested after natural death.
15 minutes.
The sorcerer must wear the pelt prominently for the duration of the ritual.
At the end of the ritual the sorcerer takes shape into some sort of small woodland animal for up to an
hour. While in this form, the sorcerer cannot cast spells or use any in‐game skills. The caster may
only use their senses, and may move around freely. During this state the caster may phys‐rep
themselves with an appropriate prop, and placing a white headband on their head, while controlling the
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prop. If the prop is targeted by an in-game effect, the sorcerer must resolve it normally. After resolving
the effect, the sorcerer appears in their normal form in place of the prop.
Possible Feedback: The sorcerer’s mind is overwhelmed by the animal’s and begins to behave like a normal specimen of the
species for the duration of the effect.
Level 2:
Commune With Nature
Essences:
Implement:
Casting Time:
Required Steps:
1 Common Nature, 2 Common Life, 1 Uncommon Nature
Animal Feed.
20 minutes.
The caster must pour some of the feed into one hand at the beginning of the ritual, and cast it on the
ground at the end.
Description:
The sorcerer summons a small horde of woodland creatures, which can communicate, and are eager to
share news. This news can vary from the inane details of animal life to reports of enemy troop
movements, or clues to where an object of value might be hidden. Even after the initial summoning,
the sorcerer retains some influence over the animals, and may command them as the second level
nature spell. The animals are much easier to converse with through this ritual, so they are capable of
much more in terms of complex orders.
Possible Feedback: The animals attack! The sorcerer will be randomly attacked by small animals throughout the rest of the
event.
Level 3:
Restoration
Essences:
Implement:
Casting Time:
Required Steps:
2 Common Life, 2 Uncommon Nature
A pouch filled with herbs.
30 minutes.
The caster must sprinkle some of the herbs from the pouch at each corner of the ritual square at some
point in the ritual, going clockwise.
Description:
The sorcerer creates a magical area inside the ritual square, imbuing it with the restorative powers of
nature. The ground in the square becomes thick with undergrowth and vines. Until the next flux, the
area will accept the body of a character that has died within 30 minutes by bleeding out. The sorcerer
must lay the body in the ritual area, which is immediately covered and wrapped with vines and moss
and taken into the earth. One hour after their body is taken into the earth, the character will be
brought back to life, fully healed of all their wounds, and all limbs restored. This ritual only works on
characters that die from bleeding out, as well as from the master maneuvers cleave, slay, and impale,
but not from instant death effects such as Assassinate, Murder, Doom, and Wrath of the Mother.
Possible Feedback: The corpse is absorbed into the earth, and the character must be resurrected by another means that
does not require a body.
Necromantic Rituals
Level 1:
Essences:
Implement:
Casting Time:
Required Steps:
Description:
Harvest:
Ritual of Death
4 Common Death
Ritual Dagger
15 Minutes.
At the end of the ritual, the lead sorcerer must deathblow a dying target, or carve a symbol into the
target corpse.
This ritual bends the spirit of a dead or dying creature to the sorcerer’s will. This ritual has two
functions, which are as follows:
The target of this spell is either a dying creature or a soul sphere. A dying target must be bleeding to
death from a wound to the chest. After successfully performing the ritual, the lead sorcerer gains 40
Mana, which he may divide among any assistants. The lead sorcerer also heals any wounds, and regains
a magic and Alchemy resist, up to their normal maximum.
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Mummification:
This form of the ritual must be performed on a corpse that has been dead for no longer than six hours.
After the ritual’s completion, the corpse is preserved indefinitely, and is suitable for use in rituals
requiring a mummified corpse.
Possible Feedback: The lead sorcerer suffers an unresistable wound to the chest, along with any assistants.
Level 2:
Bind / Summon Soul
Essences:
1 Common Order, 1 Common Life, 1 Common Death, 1 Uncommon Death
Implements: Manacles
Casting Time:
15 minutes
Required Steps:
The sorcerer must have at least one hand attached to the Manacles for the duration of the ritual. If the
sorcerer is performing Bind Soul, the other end must be attached to the target. If the sorcerer is
performing summon soul, the spirit appears, chained to the sorcerer.
Description:
This ritual is a further refinement on the necromantic sorcerer’s skill with manipulating souls.
Bind Soul:
This ritual tears the soul from a recently dead or dying target. A dying target must be bleeding from a
chest wound, and a dead target must have died within thirty minutes of the beginning of the ritual.
Successful completion of the ritual tears the target’s soul from their body, and forms a soul sphere in
the lead sorcerer’s hand.
Summon Soul:
This summons and allows communication with the spirit of someone who has died. The spirit may or
may not be happy to speak with the living, and the dead tend to be oblique in their statements about
the world of the living.
Possible Feedback: The lead sorcerer suffers the effect of a Lethal Life Tap spell, originating from the target of the ritual.
Level 3:
Create / Command Lesser Undead
Essences:
1 Common Life, 1 Common Mind, 2 Uncommon Death
Implements: A humanoid thighbone
Casting Time:
1 Hour
Required Steps:
The lead sorcerer must walk counter‐clockwise along the square’s perimeter for the duration of the
ritual, pointing the thighbone at the center of the square.
Description:
The Necromantic Sorcerer has progressed beyond the ephemeral and insubstantial soul, and can gain
rudimentary control over a dead corporeal body.
Control Lesser Undead: The ritual square becomes a trap that targets the first lesser undead to enter its area. The target
undead comes under the control of the lead sorcerer for one hour.
Create Lesser Undead: Details on the creation of undead will be disclosed to those that have reached the appropriate level
of sorcery. Here are three common undead that can be crafted with this ritual.
Zombies are the least powerful of all the undead and are little more than rotting, walking, corpses with a craving for living
flesh. They can barely follow orders, and are more like loyal dogs than soldiers. They are incapable of
any sort of rational thought, but zombies are very difficult to kill. Zombies can be made out of any
corpse, no matter how old it is, so long as most of the pieces are there…
Skeletons are infused and enforced with death magic, allowing them to move as if they still had flesh. Skeletons are more
powerful then zombies. Skeletons are often made from the remains of warriors and fighters, as they
retain faint echoes of the skills they had in life. Skeletons do only as they are told, and have no thought
or want of their own, they can only follow orders given to them.
Ghouls are created in a grisly process that starts with a living target. Ghouls lose their souls in the process, but supernatural
speed and strength. Their skin becomes thick and rotten, warding off blows. Ghouls love to feed off
the flesh of the living. Ghouls are feral, losing almost all of their humanity, but are capable of thought
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comparative to that of a small child. If left on their own, ghouls become packs of hunters stalking down
living victims.
Possible Feedback: The undead created or controlled attacks the sorcerer, ignoring all others.
Thaumaturgical Rituals
Level 1:
Blood of Purity
Essences:
Implement:
Casting Time:
Required Steps:
4 Common Life
A vial of blood.
15 minutes
At the beginning of the ritual, the lead sorcerer must mark the target with the blood in some fashion,
either on the forehead, neck, or wrist.
Description:
The target of this ritual is rendered immune to all forms of disease and poison for 24 hours. The
target’s Alchemy resists are also refreshed, and then doubled for the duration. Any resists in excess of
the target’s natural total after the ritual’s duration are lost.
Possible Feedback: The target’s Alchemy, Disease, and Poison Resistances are reduced to 0 for the rest of the Astral
Conjunction.
Level 2:
Metabolic Fury
Essences:
Implement:
Casting Time:
Required Steps:
1 Common Life, 2 Common Nature, 1 Uncommon Life
A fruit‐bearing tree.
15 minutes.
During the ritual, the tree begins to bear a single fruit. At the end of the ritual, the target must take a
bite from the fruit.
Description:
The target of this ritual gains a resilience rating of 10 and regeneration level 5 for one hour.
Possible Feedback: The target must resolve an ingested poison with a rating determined by the supervising GM.
Level 3:
Sanctuary
Essences:
Implement:
Casting Time:
Required Steps:
2 Common Order, 2 Uncommon Life
A large bell.
30 minutes
The sorcerer must ring the bell once at the beginning of the ritual, and once again at every
five‐minute interval, and at the end of the ritual.
Description:
This ritual creates a zone of safety. While inside the area occupied by the ritual square, a character
cannot be affected by any attacks originating from outside of it. Characters inside the square may not
make attacks against anyone inside or outside of the square. Characters may enter or leave the square
as they wish, but no more than ten can occupy it at any one time.
Possible Feedback: The square affects characters as normal, but also causes them to fall unconscious as they enter.
Mentalist Rituals
Level 1:
Essences:
Implement:
Casting Time:
Required Steps:
Description:
Hypnotize
2 Common Mind, 1 Common Order, 1 Common Life
A pendulum.
15 minutes.
At the beginning of the ritual, the lead sorcerer must begin swinging the pendulum back and forth in
front of the target. The pendulum must remain in motion for the duration of the casting.
After successfully performing the ritual, the lead sorcerer will be aware of any mind‐altering Alchemy,
spells, or other effects the target has suffered during the last 12 months. The sorcerer will know when
the effects took place, but not who caused them.
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Possible Feedback: The lead sorcerer and any assistants suffer the effects of a random memory altering effect.
Level 2:
Bestow Dreams / Nightmares
Essences:
Implement:
Casting Time:
Required Steps:
1 Common Mind, 1 Common Chaos, 1 Common Order, 1 Uncommon Mind
An hourglass.
30 minutes.
Once the initial incant has finished, the lead sorcerer must turn the hourglass so the sand runs from top
to bottom. The lead sorcerer must keep the hourglass turning until the ritual is completed.
Description:
The target of this ritual must be an individual the lead sorcerer has met personally. In addition, the lead
sorcerer must know where the target intends to sleep that night. After completing the ritual, the
sorcerer may send a message to the target in the form of a dream or nightmare. Events and messages
may be conveyed in this manner, and what the target experiences is completely up to the sorcerer. If
the target is sent a nightmare, they must enter a Will challenge against the sorcerer. If they lose, they
do not gain the benefit of the night’s rest. If they win, they resist the effect, but are still subject to the
nightmare itself.
Possible Feedback: The lead sorcerer and any assistants do not gain the benefits of a night’s rest for the duration of the
Astral Conjunction.
Level 3:
Create Blood Doll
Essences:
Implement:
Casting Time:
Required Steps:
Description:
1 Common Life, 1 Common Death, 2 Uncommon Mind
A humanoid doll.
30 minutes.
During the ritual, the lead sorcerer must attach the pieces of the target to the doll in some fashion.
This ritual is intended to create a means by which to injure a target from afar. The lead sorcerer must
have at least one item collected from the target’s body, like hair, skin, or clothing. After completing the
ritual, the lead sorcerer creates a Blood Doll, which is linked spiritually to the target. The sorcerer may
perform an act on the doll, such as stabbing it with a pin, setting it on fire, or twisting its limbs. For
every piece of the target used in the casting of this ritual, the sorcerer may inflict a single wound or
ailment in this manner. You cannot kill or maim the target in this manner, and spells cast on the blood
doll do not affect the target.
Possible Feedback: When attempting to injure the target, the lead sorcerer and any assistants are affected instead.
Anarchistic Rituals
Level 1:
Chaotic Trap
Essences:
Implement:
Casting Time:
Required Steps:
3 Common Chaos, and 1 Common Life essence
An animal trap.
30 minutes
At the beginning of the ritual, the lead sorcerer must set the animal trap after the initial incant. When
the ritual is completed, the lead sorcerer must spring the trap somehow.
Description:
This ritual creates a trapped area which lasts for twenty‐four hours, or until the trap is sprung. When
a creature enters the area on which the ritual was performed, they are held within that area for one
hour. While trapped, the character is considered helpless and cannot use any in‐game abilities. The
character is not physically bound, but cannot leave the confines of the ritual square.
Possible Feedback: The lead sorcerer and any assistants are trapped for the duration.
Level 2:
Essences:
Implement:
Casting Time:
Required Steps:
Square of Deceit
1 Common Chaos, 2 Common Mind, 1 Uncommon Chaos
A live snake. (OOG: Real snake not required. Rubber will do.)
30 minutes
The lead sorcerer must have the snake at least partially in hand for the duration of the ritual, and at the
end, the target of the ritual must kiss the snake.
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Description:
A successful performance of this ritual renders the target impervious to attempts to discern whether
they are telling the truth for 12 hours. Any spell or ability that allows a character to discern whether
the target is lying will be met with misleading or random information.
Possible Feedback: The target becomes unable to lie for 12 hours, and must answer direct questions honestly. The target
must answer within ten seconds, at a normal speaking volume.
Level 3:
Ritual of Unmaking
Essences:
Implement:
Casting Time:
Required Steps:
1 Common Order, 1 Common Chaos, 1 Uncommon Chaos, 1 Uncommon Fire
Vial of Acid.
Equal to the base time of the targeted ritual square.
The ritual square must surround the target ritual square. To end the ritual, the lead sorcerer must drip
some of the contents of the vial of acid onto the target ritual square.
Description:
The square for the Ritual of Unmaking is unique in that its minimum size is ten feet to a side, and may
also be twenty feet to a side. This ritual removes any lasting effect produced by or contained within a
ritual square.
Possible Feedback: All sorcerers involved in this ritual may not perform rituals for a number of events equal to half the level
of the target ritual, rounded up.
Cosmological Rituals
Level 1:
Crystallize Mana
Essences:
Implement:
Casting Time:
Required Steps:
Description:
3 Common Order, 1 Common Earth
A large chunk of quartz crystal.
15 minutes.
At the end of the ritual, the lead sorcerer must touch the crystal to the forehead of the target.
This ritual can target any individual within the ritual square when it begins. The target must remain
within the confines of the ritual square for the duration. During the ritual, the lead sorcerer is aware of
the current and maximum Mana pool of the target. At the end of the ritual, the lead sorcerer
determines how much of the target’s Mana pool is funneled into the crystal. The crystal may only be
used by the target of this ritual, but it is not bound to the target in any way and may be stolen or
destroyed. The crystal is unstable, and the Mana will dissipate at the end of the Astral Conjunction at
which it was created.
Possible Feedback: The target’s Mana pool drains to zero, and the crystal shatters.
Level 2:
Create Well of Mana
Essences:
1 Common Order, 1 Common Water, 1 Common Life, 1 Uncommon Order – 100 pt. well
1 Uncommon Order, 1 Uncommon Water, 1 Uncommon Life, 1 Rare Order – 300 pt. well
1 Rare Order, 1 Rare Water, 1 Rare Life, 1 Void – 500 pt. well
Implement:
A large container, such as a bucket, filled with water.
Casting Time:
20, 40, or 60 minutes.
Required Steps:
The lead sorcerer must throw the components for the ritual into the container at the end of the ritual.
Description:
This ritual has three different power levels, all with different components and casting times. Other than
the amount of Mana within the pool, each form of the ritual produces the same essential effect. The
well created by this ritual lasts for six hours, or until emptied. Anyone with a Mana pool may use the
well, but only one person may draw from it at a time. The character must put their hand in the
container, and begin counting 1 Mana‐sippy, 2 Mana‐sippy, 3 Mana‐sippy... (We recommend
using Mana‐sippy, but any other appropriate word between each count is required). Each count
removes one Mana from the well and gives it to the character. The character may not draw more Mana
from the well than their maximum Mana pool will allow. While in contact with the well, the character
may not cast spells. Once a character’s Mana pool is full, the well ejects the character, allowing another
to gain access to the well.
Possible Feedback: A vortex opens up in the center of the ritual square, and begins to drain Mana from all characters within
30 feet, at a count performed by the supervising GM.
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Level 3:
Essences:
Implement:
Casting Time:
Required Steps:
Description:
Create:
Create / Dismantle Minor Magical Item
1 Common Order, 1 Uncommon Order, 1 Common and Uncommon essence from the school of magic
contained within the item.
A cauldron.
30 minutes for creation, 15 minutes for dismantling
The sorcerer must put the required components for the ritual into the cauldron at the beginning of the
ritual, and then place the item to be enchanted inside at the end.
The Cosmological Sorcerer now has the knowledge to infuse an item with magic, allowing it to store a
limited amount of spells. Items suitable for magical infusion can be any master‐crafted item that can
be worn or held in one hand. Weapons cannot be made into minor magic items. To use a minor magic
item, the user must touch the item, call “Activate, (spell name)”, and follow with any other calls
pertaining to the spell. Magic items with variables such as Will use the Owner’s value.
In addition to the required essences and Implement, this ritual requires one piece of levinium, and a
number of focus gems equal to the charges placed within the item. These focus gems must be
appropriate to the school and level of the spell placed within the item. A minor magic item cannot
contain spells above the sixth level. A minor magic item may have up to ten charges of any one spell
that either the lead sorcerer or assistant knows. The item must recharge for one minute between uses.
If all of the item’s charges are used, the item loses any ability to hold magic, and must be put through
the ritual process again. The item must attune to an Owner, which takes until the next flux.
Dismantle:
This form of the ritual does not require components, and is used to take apart an unwanted minor
magic item. The item must stay within the ritual square for the duration. At the end of the ritual, the
item is destroyed, and the lead sorcerer will receive a portion of the components used to create the
item, as determined by the supervising GM.
Possible Feedback: All components used in the ritual are lost, and the item can never receive enchantment of any kind.
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Magic Items
Wands
Wands grant a caster Arcane Abilities to use with a specific school of magic. The caster must hold the wand in hand while
using the arcane ability by calling its name. Their use will be restricted to a number of times per Astral Conjunction.
Rods
Rods store the ability to cast particular spells a number of times per Flux. The spell is incanted as defined by your casting
type, but costs no Mana (The Rod acts as a book, for a book caster.). Arcane Abilities cannot be used in conjunction with
spells cast from Rods. In order to use a Rod, you must be able to cast spells of a level equivalent to the stored spell and you
must hold the rod in hand.
Orbs
Orbs hold Mana that can be used by any character with a Mysticism score. To remove Mana the mage simply touches the
orb, calls the amount of Mana removed, and is instantly granted that Mana. To put Mana back into the orb, the mage
touches the orb, calls the amount of Mana put into the orb, and expends twice that amount of Mana. Orbs will have a
maximum capacity, and they will recharge to full each Astral Conjunction. The player in possession of the orb is responsible
for tracking the orb’s current capacity. If you do not know how much Mana an orb has, it has zero until the amount is
learned.
Staves
In order to use a staff, you must be a Master of the Staff’s particular school of magic and you must hold it in your hand.
They combine the abilities of Wands, Rods, and Orbs. You can only draw on one function of a staff at one time, so the staff’s
arcane ability cannot be used to cast the staff’s spell.
Activating Magic Items
In order to activate times-ever or times-per magic items, you must touch the item with a hand and call “Activate <Spell
Name> <Spell Call>.”
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Fa i t h
Invoking
Invoking is the act of drawing upon the power of a deity to produce a magical effect. Those that choose to devote
themselves to a deity are referred to as “Invokers”. These individuals are ruled by set guidelines for advancement in their
spirituality, and they are dedicated to a certain way of life. The manner in which they lead their lives is governed by tenets
set forth by their deity, and enforced by those within the clergy that have earned the power to do so. The various clergies
have a set system of self-regulated organization. Every Invoker has a title indicating their rank within the clergy. This title is
known as their Divine Rank. Not every religious order refers to the rankings by the same title, however the major pantheon
of Ith unilaterally recognizes these ranks. There are ten established ranks in the commonly recognized structure of religious
hierarchy. Each rank provides the invoker with unique abilities that help them to fulfill their obligations to their Faith.
These powers are known as Divine Abilities. In order to progress from rank to rank, the invoker will have their Faith tested.
Members of the clergy who hold the rank of Augur or higher give these tests. Upon successfully completing these tests, the
invoker will be allowed to progress to the next rank, as well as be rewarded with their gifts of Faith for that level. The gifts
of Faith are the spells that the invoker can cast. The magical effects produced by the applications of these gifts are known
as Invocations. Invokers expend Faith Pool to cast their invocations. Every level of divine rank attained increases the
Invoker’s Faith Pool capacity by 15. Players who choose to be an invoker start each game with their Faith Pool at maximum
capacity.
Invokers follow the Gem Caster rules for incant, mobility, and interruption. See Spell Casting.
Divine Ranks and Abilities
Rank 1: Follower
Pray: This allows the invoker to regain Faith Pool. Every five minutes spent praying gives the invoker two Faith Pool back.
In order for the prayer to be successful, the invoker must not be interrupted at all during the process.
Create Sacred Symbol: (10 Faith Pool) While holding their sacred symbol during an invocation, the Faith Pool cost of all
invocations is reduced by one. However, it will not reduce first level invocations, they still have a casting cost of one pool.
You must create your Sacred Symbol before you will be allowed to progress to the next rank. Creation of a Sacred Symbol is
a personal and meaningful process. The item that will become the symbol must somehow reflect the deity it represents,
but the form the symbol takes is a choice that is up to the invoker creating it. Invokers may only ever own a single Sacred
Symbol at one time. At the end of the prayer to create a sacred symbol, the invoker must say, “By the power of (your god),
I infuse and sanctify this symbol with sacred might.” After completing their sacred symbol, the player must inform a GM,
and get the item tagged. Characters may begin game with a Sacred Symbol. Sacred Symbols may be broken or destroyed
as a mundane item, unless the item is masterwork or magical.
Sense Faith (Belief): (1 Faith Pool) The Invoker can determine whether an individual is an invoker or not. To use this
power, they must hold their sacred symbol towards the target and expend 1 Faith Pool. The Invoker must be within 15 feet
of the target.
Rank 2: Disciple
Purify Food/Drink: (2 Faith Pool) The Invoker may cleanse food of all poisons and Alchemy. Each time this power is used it
purifies a single cup of liquid and plate of food. The invoker touches the food/drink with their Sacred Symbol and says, “By
the power of (your god) I purify this meal.”
Communication with Deity: Once a day, the invoker can send a message directly to their god. The god may or may not
respond or may chose to send a “sign” to represent the god’s answer. The player must inform a GM that they are using this
power when they present the question.
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Summon Divine Light: (2 Faith Pool) The Invoker may summon a small light source, powered by their Faith. This light can
be no brighter than a glow stick. The glow stick may be given to another or thrown, but one person cannot be in possession
of more than one divine light at any given time. As usual, PCs must furnish their own glow sticks.
Rank 3: Acolyte
Spiritual Mentor: (5 Faith Pool) The Invoker may induct others into their Faith. The subject has to be willing and in
complete control of their faculties for this ability to take effect. The target becomes a Rank 1 Invoker with no gifts, and an
empty Faith Pool. If the target is a PC, they must then buy the first rank in Invoking during downtime for the next game.
Once this ability has been used, the target cannot change their mind, and must undergo metanoia in order to change to
another deity.
Sense Faith (Devotion): (4 Faith Pool) The Acolyte can determine what divine rank the target has attained. The divine
ability “Sense Faith: Belief” must be used prior to the use of this ability. This power cannot be used on targets that are not
Invokers. The Invoker must present their Sacred Symbol within 15 feet of the target, at which point they enter into a Will
challenge. If the invoker attempting to sense devotion wins, the target must reveal their divine rank (if any) to the invoker.
Create Sacred Text: (20 Faith Pool) A sacred text is a collection of religious writings written by the Invoker. Sacred texts are
used for many rites, and must contain prayers to destroy and create shrines, at least one ceremony and service, and the
decrees and transgressions of their deity. This sacred text is required to conduct services and perform ceremonies. The
Acolyte must create this sacred text in order to advance to the next rank.
Repel: (6 Faith Pool) The invoker may brandish their sacred text at a single target, and say the phrase “By the power of
(your deity), I repel you.” The target must then stay at least 15 feet away from the invoker, and may take no offensive
actions towards them. The invoker must still resolve any effect produced by the target that does not specifically target
them, such as area of effect spells. The effect lasts for up to ten minutes, or until the invoker lowers the sacred text. The
invoker may only repel one target at a time. The invoker must keep their feet planted for the duration, or the effect will
end. A target can only be affected by the invoker’s Repel once per day.
Rank 4 Invoker: Priest / Priestess
Inspire the Chosen: (2 Faith Pool per person) The invoker may use the power of his Faith to bolster the will of his allies. On
touching the target with their Sacred Symbol, the invoker says the phrase “By the power of (your god), I grant you
inspiration.” The target’s Will rating is doubled for 1 hour. This power cannot increase a target’s Will above ten.
Heal The Faithful: (8 Faith Pool) The invoker may reward those that are of his Faith with divine healing. The invoker must
say, “By the power of <God>, <Name> be healed, Full Heal, Faith!”, and spend Faith Pool. This ability may only be used on
those that follow the same deity as the invoker using it, and may only be used once per Astral Conjunction per follower.
The invoker cannot use this ability on themselves.
Conduct Service: The invoker can now conduct services for their god. A service must be at least 20 minutes and must
include at least 2 participants and the conductor. The conductor gets 20% of their total faith pool back for conducting a
service, plus 5% for each participant over 2, up to a maximum of 50% of their faith pool. An invoker can conduct one
service per Flux. Participants who follow the same god as the Conductor regain 50% of the faith pool regained by the
conductor, and those who follow other gods regain 25% of the faith pool gained by the conductor. You may benefit from
participating in up to 2 services per Flux.
Players must stay and help the role play of the service for the entire duration of 20 minutes. If the service is interrupted,
the Lead invoker conducting the service stops for any reason, the service ends, and no Faith is awarded. If the number of
people participating in the service drops under 2, it ends. Invokers must have their sacred tome and use it to conduct a
service. Players attending a service may use no in game skills other then invocations, and may not conduct or attend
another service.
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Example: Augur (Faith Rank 7) Joetorr of the Essence Dragon holds a service. Follower Maharg of the Dragon, Priest Ren of
Mordath, and 6 other characters participate. Joetorr regains 50% of his total faith pool (105*50% = 52.5 round up to 53).
Maharg would then gain 27, but maxes out at 15. Ren gains 14. Note that you round up.
Perform Ceremony: The invoker can now perform legally binding ceremonies such as: marriages, funerals, annulments,
divorces, naming ceremonies, and groundbreaking ceremonies.
Rank 5 Invoker: Abbott/Abbess
Spiritual Authority: The invoker is now viewed as a foremost authority on the Decrees and viewpoints of their deity. The
invoker can be called upon by government agencies and officials to comment on the temples stance on matters of
importance, etc. Their comments are rarely challenged in these circumstances.
Create Shrine: In order to create a shrine, the invoker must first sanctify the ground on which they wish to build the shrine
with a ceremony read from their sacred text. This process takes half an hour, and costs 10 Faith. Once the ceremony is
complete, the invoker must physically erect the shrine. The base area of the shrine is a 5ft radius. A player may only have a
single shrine up at a time. All followers of the invoker’s Faith may use the shrine once it is built. Praying at the shrine yields
6 Faith Pool for every 10 minutes of prayer. Once a day for the cost of 10 Faith, the invoker that built the shrine can tap
into its power to raise a circle of protection around the shrine. The circle is no bigger than 5ft in all directions from the
shrine. This protective circle will last for the duration of one hour. The invoker must stay in the circle for the entire time for
the duration of the effect. If the invoker leaves, then the circle falls. Once the circle is up, only those invited into the circle
by the invoker that built it may enter. Once invited, they may leave or enter at will. In order for the invoker to invite
someone they must say the following “By the power of (your deity) I protect you from harm.” Inviting someone into the
circle costs 1 Faith. Once the Invoker invites a person, they may not un-invite them. Those that are not invited into the
circle cannot enter the circle. No spells, invocations, or attacks can be made through the circle to affect either side. No
offensive actions of any type may be made while inside the circle. Invocations and spells cannot be cast while inside the
circle, although Miracles may be performed normally. A player may only be invited into one circle a day.
Destroy Shrine: The invoker has learned how to truly destroy a shrine by spiritually cleansing the ground the shrine was
built on. This is the ONLY way to completely destroy a shrine. Cleansing a shrine requires a half-hour ceremony performed
in the area of the shrine to be destroyed. If the ceremony is completed, the shrine is spiritually destroyed and will no
longer yield its benefits to members of the Faith for which it stood, even if the shrine is physically unharmed. If a shrine is
destroyed through physical means (i.e. knocked down, broken, etc.) the spirit of the shrine will remain until cleansed. If a
shrine is physically destroyed, but not spiritually cleansed, a member of that shrine’s Faith can simply re-build the shrine on
the premises, and the benefits of the shrine will return. Once the process of destroying a shrine begins, the person who
built the shrine will become aware that someone is attempting to destroy their shrine. Players must inform Plot before
they attempt to destroy a shrine.
Create / Destroy Sacred Sigil: (10 Faith Pool) The invoker has learned how to create and destroy sacred sigils of mind,
body, and soul. Creating and destroying sigils requires a ten-minute ceremony, and an expenditure of Faith Pool. An
invoker cannot have more than one sigil active at any time. The effect remains for 6 hours after the ceremony is
performed, but the process can be repeated at each six-hour interval. A sigil is represented by the symbol of the invoker’s
deity drawn or somehow placed on the target. A sigil of mind can be inscribed on an object that can be opened, such as a
door, chest, or pouch. The sigil prevents the opening of the target object by anyone not of the caster’s Faith unless that
individual succeeds on a Will challenge. Righteousness may be spent to resist this effect. A sigil of body is drawn onto an
object that can be worn or carried, and binds it to the invoker. The object cannot be removed from the invoker’s person by
any means until the sigil is destroyed, removed or the invoker dies. If the invoker wishes to leave the item’s presence
before the duration expires, they may remove the sigil. A sigil of soul is drawn on the forehead of any character other than
the invoker. This sigil provides the target with an additional level of fortitude. If the target already has the maximum level
in fortitude, they get a “taken” for the duration. If the target dies while under the effect of this sigil, the target’s body
disappears on a three count. The target’s body reappears at the shrine of the invoker who created the sigil on a three
count.
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Sense Faith (Deity): (7 Faith Pool) The Invoker can determine what deity the target worships. The divine ability “Sense
Faith: Belief” must be used prior to the use of this ability. This power cannot be used on targets that are not Invokers. The
Invoker must present their Sacred Symbol within 15 feet of the target, at which point they enter a Will challenge. If the
invoker attempting to sense deity wins, the target must reveal what deity they worship. The target may expend a
righteousness to resist this effect. If the effect is resisted in this way, the ability cannot be used on that particular target
again for 24 hours.
Rank 6 Invoker: Zealot
Spirit Walk: (10 Faith Pool) The Zealot may transport themselves from anywhere on Ith back to their shrine. The invoker
must say, “By the power of (deity here), I Spirit Walk.”, and spend 10 Faith Pool. The invoker then goes out of game,
informs a GM that they have used the power, then goes back into game at their shrine. This ability can be used only once
every 24 hours.
Shield of Faith: Once a day, a Zealot can expend Faith Pool to ignore a single attack, spell, or invocation that causes
damage. The cost in Faith Pool to use this ability is the same as the damage received from the effect. All other effects of
the attack, spell, or invocation are also ignored, and the invoker must call “Shield of Faith”.
Purge: (8 Faith Pool) Once a day, per person the invoker can dispel all Faith effects placed upon an individual or item. In
order to purge an effect, the invoker must touch the target with their sacred symbol and state “By the power of (your deity)
I Purge your spirit.” Purge will not affect a ward.
Divine Contract: The Zealot has the ability to draw up a sacred contract between two or more parties. If the invoker is one
of the parties in the contract, and they have failed their end of the contract, they are immediately censured. If any other
party fails to live up to their end of the contract, the invoker’s deity will mark the character as an oath-breaker. An
individual who bears this mark will be a hated enemy of that deity’s followers. How each Faith deals with their most hated
enemies is different from Faith to Faith, but is never good. The mark can only be removed by the person that the deal was
made with, an oracle of that Faith, or by the deity of the invoker who drew the contract.
Rank 7 Invoker: Augur
Issue Tests of Faith: The invoker is now invested with the authority to issue quests to increase in divine rank. The invoker
must work with Plot in devising any quests given to another player character, and may give quests for up to divine rank
seven.
Create Sacred Scepter: (Variable Faith Pool Cost) The Invoker may now create a potent receptacle of divine power. The
Invoker must spend a half hour performing a ceremony for the creation of the sacred scepter. The scepter may hold up to
three of the gifts that the invoker knows, and may have up to three uses of each gift. The invoker must spend three times
the gift’s Faith Pool cost, plus one for each charge they wish the sacred scepter to hold. Tenth level gifts cannot be stored
in a sacred scepter. The invoker may add the Faith carrier to an effect produced with a scepter by spending a level of
righteousness, just like a normal casting of a gift. Once all of the scepter’s uses have been expended, the invoker may
recharge it by holding a service, for which they receive no Faith Pool, and then spend a level of Righteousness. The scepter
is considered a magic item for the purpose of receiving refinements, being broken or destroyed, or being affected by spells
and abilities. The only person who can use the scepter’s abilities is the invoker who created it. An invoker may only have
one scepter at any time.
Omen: Once an Astral Conjunction, the invoker may ask their deity to send him or her a vision. These visions will be about
some future event, they can be informational, warnings or advice. (GM required)
Ward versus Magic School: (15 Faith Pool) The invoker can create or destroy a Ward against a selected Magic School upon
themselves or an item or structure once a day. This ward can last for up to three hours. As long as the ward is up, no Spells
of the selected Magic School can affect the item or person. If cast on a structure, no Spell of that School can be cast inside
of it, or affect those inside. Wards and can only be removed by an invoker who possesses the ward ability or by the invoker
who placed the ward initially. It takes 15 minutes of prayer and role-playing to put up a ward or take it down. After the
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ceremony the invoker must say, “By the power of (your god), I ward this (target) from (magic school)”, if the invoker is
removing a ward, they must say, “By the power of (your god), I remove this ward.” An invoker or item or building may only
be Warded once a day. If you are struck with a Spell and are protected by a Ward, call “Immune.” Lethal and Spells with
the Faith carrier will bypass the Ward.
Rank 8 Invoker: Prelate
Metanoia: This ability allows the invoker to convert another invoker of different Faith to his or her own. The convert must
undergo three trials of devotion to prove his or her worthiness. Once an invoker decides they wish to convert to another
Faith, they seek out a Prelate or higher ranked invoker of that Faith. Once they are approved, the Metanoia process begins.
Once that happens, the convert can no longer use his or her old Faith gifts or divine abilities associated with their old
divinity ranking. (At this time, the convert is immediately considered censured by his or her previous Faith’s hierarchy.) The
three trials of devotion consist of: a trial of mind, trial of body, and a trial of soul. All three trials must be completed to the
satisfaction of the tester for Metanoia to be successful. If the convert fails any of the trials, then they do not successfully
convert. Upon failure, the convert must have their censure removed to have access to their Faith gifts and divine abilities
again, or they must retest and reapply to the new Faith of their choice. The difficulty of the trials is based on the desired
divinity ranking the convert wishes to maintain. For example, if the convert is an Oracle, and wishes to maintain that rank,
then his or her trials are going to be far more difficult than one whom is a Zealot attempting to convert. An invoker may
choose to convert to a lower divinity ranking than they previously had. If the invoker chooses this option and their
conversion is successful, then the difference in character points are lost. An invoker cannot convert to a greater divinity
rank than the current ranking they have. Upon a successful conversion, the invoker is granted the divinity ranking her or
she was attempting to attain, and is granted an equal level of Faith gifts by their new deity, appropriate to the new rank.
Due to the fact that divinity rankings cannot be attained without completing the appropriate number of tests of Faith, the
terms of conversion are solely based on divinity ranking. The reaction from the old Faith varies from temple to temple on
what they do to those that leave.
Sacred Quest of Mind: The invoker may now embark on a quest to receive a relic from their deity.
Shepherd the Flock: (6 Faith Pool) With a swift prayer, the invoker may imbue an ally with the power of Righteousness.
The target gains a level of righteousness, which lasts for an hour or until used. The target also gains resilience 10 for the
duration. A player may only be shepherded once every 24 hours. You cannot target yourself with this ability. The target
must place their hand on your Sacred Text and you state “By the power of (your god) I shield you with righteousness.”
Spirit Form: (8 Faith Pool) The invoker may shed his material form temporarily, becoming a spirit for a short time. The
invoker may gain the benefit of being a spirit for up to one hour. The invoker cannot be seen, heard or affected by any
effect that does not specifically target spirits. However, while in spirit form, the invoker can affect and be affected by other
spirits as if he were material. The invoker may only use this ability once every 12 hours.
Conviction: Once per Astral Conjunction the Prelate can enter a state of conviction. The character must inform a GM that
they are using this ability, and must pray at a shrine created by a follower of their deity for ten minutes. At the end the
prayer, all invocations and divine abilities are half of their normal Faith Pool cost for one hour.
Ranks 9 Invoker: Archon
Issue Sacred Quest of Mind: The invoker may now issue the sacred quest of mind, providing they have completed their
own.
Summon Guardian: (20 Faith Pool) The invoker may summon a powerful servant of their deity to defend a location, object,
or person. The ceremony to summon a guardian must be performed at the shrine of the invoker using the ability. The
guardian will then find the caster within an hour of the summoning ceremony. The guardian will remain at the location or
with the item or person until the guardian has decided that its task is finished. Summoning a guardian for a trivial reason or
task is considered a transgression by most deities. This ability may be used only once per Astral Conjunction.
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Revelation: The invoker can ask their deity a single question about any one particular topic. This ability can only be used
once every 24 hours. (GM required.) The deity will answer in the way that the deity sees fit, but it will always answer.
Censure: (10 Faith Pool) The Archon gains the ability to strip a lower-ranking invoker of their Faith from using the gifts and
abilities granted by their deity. Once censured, the target’s Faith Pool drops to zero, and they lose all access to their
invocations and divine abilities. An Archon may use this ability freely on any members of their clergy of Prelate level or
lower. An Archon can only use this ability on another Archon if they have permission from an Oracle of their clergy.
Oracles may only be censured by the herald of their god, or by the deity itself. Abuse of this ability may result in the
offender receiving a Godstrike. The only way that censure can be removed is by an archon or higher of that Faith. Archons
cannot be forced to censure. In order to use this ability, the target must be in line of sight, and able to hear the Archon.
The Archon must state, “By the power of (your deity), I censure you.” A GM must be informed before this power can be
used.
Level 10 Invoker: Oracle
Vessel of God: The Oracle’s deity may possess them at any time, and the duration of this possession is completely up to the
deity. However, while the Oracle is possessed, they cannot be killed. This is considered an ultimate honor and is a lifelong
goal of many invokers. Oracles that have had this happen to them are revered and respected even by Oracles of other
Faiths.
Divine Radiance: The Oracle may channel raw power from their deity for a short time. After declaring the use of this
power, all invocations and melee strikes made by the invoker have the Faith carrier added to them for ten minutes. This
power can only be used once per Astral Conjunction.
Word of God: (10 Faith Pool) The Oracle may lend one of their divine Gifts to an individual of their choosing, allowing them
to cast an invocation the Oracle knows. The target retains the use of the invocation for one hour. When the recipient uses
the power, they must follow all rules of casting the invocation. When used, the invocation has the Faith carrier. The Oracle
must touch the recipient and say, “By the power of (your god), I grant you the gift of <Spell>” <Spell> being the invocation
lent. This ability can be used once every 24 hours.
Suppress Relic: (30 Faith Pool) The Oracle may temporarily suppress a relic possessed by an invoker of another Faith. The
invoker must say, “By the power of (your deity), I suppress your (relic).” The invoker must then present their sacred symbol
and hit the target with a packet. The Oracle may not target themselves with this ability. The invoker must call which relic
they are suppressing. The target relic cannot be used for an hour after being affected by this ability. A target can only be
affected by the Suppress Relic ability of one Oracle per Faith at a time. For example: John the Oracle of Desegrahl is
terrorizing the countryside. Ryan the Oracle of Orm and Cookie the Oracle of Seraphina want to bring him down. When
they find him, they see that he is wearing his Armor of Murder, and wielding his Scythe of Sacrifice. They both present their
holy symbols, and use their Suppress Relic power.
Glossary of Faith Terms
Invoker: the name given to the practitioners of Faith. Practitioners of Faith may only receive gifts or relics from one god,
and may only gain divine rank in one religion.
Gifts: Gifts are the invocations bestowed upon an invoker by their god when they accomplish their tests of Faith.
Invocations are similar to spells, but cost Faith Pool to use. At each of the ten divine ranks, the player receives three Gifts,
which they must buy all at once. Players may choose which gifts they can cast from their deity’s arcane domains, which are
the schools of magic the deity has access to. Players should choose lists based on their character, and a god may not allow
their followers to know certain gifts. All gift selections must be approved by Plot. Players should prepare multiple lists of
gifts. A player may not use their gifts until their list has been approved, even if they have reached that level of divine rank.
(Example: Raz the invoker on reaching divine rank 4, and sees that his god's domains are fire and order. He then goes
through the level 4 fire and order spells and picks those that he wants. He then gives that list to Plot to get approved.)
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Sacred Quests: All invokers may receive three sacred quests at certain divine ranks. These quests are always perilous, and
force the invoker beyond their limits. The first is the sacred quest of mind, and is given to the invoker when he or she has
achieved the rank of Prelate. The second is the sacred test of body and is given to the invoker at the rank of Archon. The
third is the sacred quest of soul, and is given to the invoker at the rank of Oracle. These quests yield relics created by the
invoker’s deity.
Relics: Relics are the items that are given to an invoker when their sacred quests are completed. Each sacred quest yields a
relic more powerful than the last. Relics are spirit-linked to the invoker. Spirit linked items cannot be removed or disarmed
from the invoker in any way. There is no way to destroy a Relic known by mortals, and if the deities know, they keep it well
hidden. Relics are capable of any effect in the game, and the powers of the relics given for the sacred quests are up to the
god.
Righteousness: This ability ranges from 1-10, and is how righteous an invoker is with their deity. For every level in divine
rank, a character may buy a level of Righteousness. Righteousness refreshes at the beginning of each game. A player may a
level of Righteousness for one of the following effects:
1. A player may use a Righteousness to negate any effect with “Faith” in the call. When Righteousness is used this
way, you must call “Righteousness” to resolve the effect. Note that the entire effect (attack) is negated, not just
the Faith component.
2. A player may use a Righteousness to add the “Faith” carrier to an invocation or weapon attack. The Righteousness
is spent whether the effect was resisted, dodged, etc. When applied to invocations, the Faith carrier is only added
to the actual invocation, not subsequent “buffed” effects. For example, Blazing Weapon Faith does not allow the
user to swing Faith with each weapon attack. Righteousness will not work on a spell that has an unlimited number
of uses, such as Air Jet or Immolate.
3. The Player may use a Righteousness to gain 10 Faith Pool. This expenditure cannot bring the invoker’s Faith Pool
above the limit determined by their divine rank.
Divine Rank: This is the invoker’s ranking within their religious order’s hierarchy. Once a character has bought their gifts
for their current divine rank, they may undergo a test of Faith to buy the next. Not every religious order refers to the
rankings by the same title.
Miracles: Faith-based rituals.
Miracles
On reaching Divine Rank 6, Invokers gain access to Miracles. When an invoker’s deity decides to grant a miracle, they will
send a messenger to inform them, as well as train them how to perform the necessary steps. The character’s deity chooses
which miracles they receive, and players have no say in what miracle they get. The specific miracle awarded can vary in
level, and is picked from the arcane domains of the invoker’s deity. An invoker may receive one miracle per level in Divine
Rank.
Miracles require no components to cast, but creation rituals will still require the implements and possibly components. For
example, creating a magic item would with a Miracle would still require the Levinium items and other creation costs.
A miracle is very similar to a ritual in that it requires time and an expenditure of power from the invoker performing it.
Miracles cost ten times the equivalent ritual’s level in Faith Pool, but do not require any essences or other components. An
Invoker may have up to three assistants to perform the miracle, who must follow the lead invoker’s instructions exactly or it
will fail. Assistants must have achieved the rank of Zealot in the same Faith as the lead invoker to participate. The Faith
Pool cost of the miracle can be divided among all participants, but the lead invoker must pay the largest share.
Miracles must be performed in a circular area marked by a twenty or forty foot rope. The invoker must have their sacred
symbol prominently displayed on their person, and their sacred tome in hand for the entire casting of the miracle. A GM
must be present for any miracle to be performed, and the player performing it must inform Plot at least a half‐hour to an
hour in advance. To begin, the lead invoker must say, “By the power of (your god), I will now perform the miracle of (name
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of ritual).” At this point, the lead invoker and any assistants must pay the full Faith Pool cost of the miracle. Completion of
the incant triggers the start of the miracle, and denotes the time when the steps of the miracle must begin to be carried out
by the lead invoker and any assistants. A miracle’s steps are indicated in its description, and must be followed explicitly. It
is up to the lead invoker to add elements to the miracle for flavor and role‐play, which may incur a benefit, based on the
observing GM’s discretion. A miracle is finished after all steps required have been fulfilled and the required duration has
passed, at which point the invoker must state that the miracle has come to a close. If the lead invoker possesses a sacred
scepter, they may discharge all uses currently available and a righteousness to halve the casting time of the miracle. The
lead invoker must declare the discharging of the scepter and righteousness expenditure immediately after spending the
Faith Pool cost to perform the miracle.
Miracles are both spiritually and physically draining, so as the invoker advances past the rank of Zealot, they may call upon
Miracles more often as follows:
Zealot (Rank 6) One Miracle per game
Augur (Rank 7) One Miracle every 24 hours
Prelate (Rank 8) One Miracle every 12 hours
Archon (Rank 9) One Miracle every 6 hours
Oracle (Rank 10) One Miracle at a time.
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The Pantheon of Ith
Divinity in the world of Ith is immediate and present in the lives of its populace. Gods grant miracles, and their devoted
worshipers wield tremendous power. Gods have even walked on the world itself and gone to war. Many mortals pay token
homage to one or many gods, a few deny that these entities are true divinity, but none deny their power.
In the sections below, you will find listings of the most prominent deities, angels, devils, and demons. We ask that players
chose from the list provided, rather than inventing new deities… but if you truly feel you’ve got a great idea for a god, you
can always speak to Plot, just please do be prepared for a no.
Universal Deities
Any can pay tribute to the following deities. Most of these gods have temples in cities throughout the land and are
recognized by the leaders of Ith.
Mordath
God of Death
Domain: Death, Life, Fire, and Earth (Mordath does not bestow healing magic to his followers)
Origin: Once mortal as are all of us, Mordath, a man of great power, sought eternal life. Rumors reached his ears of an
elixir created by the Fates themselves that would grant immortality unto the drinker. Such a prize was not so easily found
even for Mordath; his search spanned years. Puzzles led only to dead ends and more puzzles.
As the years stretched on into decades, the puzzles wove themselves into his consciousness and began to drive
him mad; his desire became obsession. Eventually, Mordath crafted a ritual that he believed would create the elixir he so
craved. Tragically, in his exhausted and maddened state, his ritual was flawed. Having swallowed the elixir Mordath found
himself indeed immortal, but his new body was a twisted echo of his prior form. He had become the undead.
Incensed by his failure, Mordath slew each and every one of his followers and burned his own keep to ashes. His
fury spanned a century, his madness growing with every passing year. In time his anguished mind came to crave only the
peace of death, his methods growing more brutal in the hopes that someone, anyone, would hunt and destroy him, thus
sending him into oblivion.
After yet another slaughter Mordath captured an avatar of life magic, the wife of a formidable follower of the
Essence Dragon. To save his beloved, the Dragon’s follower reached out to the Dragon and Thrain, who was at that time
the God of Death. Upon hearing the tale of his deeds, Thrain set out upon the mortal realm, tracking down Mordath and
sundering his undead body. At the brink of Mordath’s destruction, the Essence Dragon intervened, informing Thrain that it
was Magic itself that had twisted Mordath into his existence as an abomination.
Thrain was not merciful to Mordath. Rather than lend aid, Thrain banished the shattered creature into a planar
prison within the Void. It is assumed by most that Thrain chose imprisonment out of fear; as he was not allowed to kill him
outright, Thrain worried that Mordath may grow in power, perhaps too powerful for even the Gods to deal with.
For a thousand years, Mordath remained within his prison, an area no larger than a small tavern. Sobered by his
defeat and the knowledge of all he had wrought, as time slowly passed his madness faded. He spent his seemingly endless
incarceration refining his magic, and through rituals of his own creation he undid the curse of undeath he had laid upon
himself. Mordath tells us now that during his imprisonment the Champion of Death made himself known to him,
whispering to him from across the Void as he slumbered, providing him gifts to aid him in holding his sanity and passing the
ages.
It is known to most of us that during the Age of Reckoning Thrain bent the laws of death itself, abusing his power
as a deity. The day came to pass that Thrain was consumed by death energies. Upon his passing it was discovered that he
had shirked his duties as the Guardian of the Plane of Death. The Fates came unto Mordath within his prison, bringing with
them the Champion of Death.
To Mordath they offered a bargain. He, along with the Champion of Death, would be tasked with cleansing the
chaotic Plane of Death, and he would take his place as its ruler. He would forever adhere to the Laws of Death that Thrain’s
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folly would never again come to pass. Now fully cured of his madness, Mordath took the Fates’ offer and set to his sacred
task.
And so it came to pass that the Plane of Death was set to order and has remained under Mordath’s rule. Mordath
champions the Laws of Death and demands that they are followed by all. The spirits of the dead travel first to the Plane of
Death, where they remain for a year and a day. Then are they delivered unto the Realm of Justice, where they are judged.
From there they are sent to their final destination; to their deity, or returned to Mordath to be sent on to oblivion, or other
final rest. It is the sacred task of Mordath and his servants to shepherd souls through the realms of the afterlife.
Domicile
The Plane of Death
Arcane Aspect
Death, Life, Fire, and Earth
Decrees
1. A ritual resurrection can only be allowed with Mordath’s permission. Followers of Mordath believe that when they
die, after a short time their souls pass to the Realm of Death. Only souls that have Mordath’s blessing may return
after this point.
2. Undead must have Mordath’s permission to exist. Undead created by church members must have the permission
of a church member of the rank of Zealot or higher.
3. The circle of life and death are of the utmost importance. Followers of Mordath should understand that life is a
part of death and both must play their parts in equal balance for the world to exist. Followers of Mordath must
always understand this tenet and live their lives by it.
4. Followers of Mordath will never wish for or attempt to attain immortality.
5. All souls belong to Mordath. The souls of the dead all must pass through the Gates of Death into Mordath’s realm.
Nothing can impede the progress of a soul in its journey to the Gates.
6. Lay unrested souls to peace. Many restless souls still walk the land; they must be aided until they can reach the
Gates on their own.
7. Maintain and protect the strongholds of death. See to it that those resting in places such as graveyards and crypts
are shown respect. These areas are always considered holy places to followers of Mordath.
8. Followers of Mordath must be able to bring death to any and all who must be killed by whatever means they can
produce. Mordath accepts all the arts of death so long as they follow his will. As one ascends in rank in the church
so must their ability to kill in Mordath’s name.
9. Hunt and destroy intelligent undead, those that attempt to gain unnatural immortality.
10. Followers of Mordath must always aid followers of Seraphina if possible.
Festivals
Remembrance of the Circle of Death: October 31st. This day is dedicated to remembering those that have died before us
and to pay respect to them.
Transgressions
1. Consuming souls for power, in any fashion, or consorting with those that do. Only with Mordath’s blessing may
souls be held from the Realm of Death.
2. Willingly accepting a ritual or miracle resurrection without consent of Mordath.
3. Aiding a follower of Desegrahl in any form, causing unwanted death or murders.
4. Consorting or conspiring with demons using souls for power, and thus failing to respect Mordath’s ownership of all
souls.
5. Becoming undead without Mordath’s permission. Said permission is rarely given, sometimes to serve a specific
purpose.
Religious Garb
Black and purple, symbols of death and graves.
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Sacred Symbol
A black skull on top of a white circle with a black outline. Sometimes more ornate symbols of Mordath will have a circle of
thorns around the skull, or images of graves.
Prejudice
Desegrahl and Kalabalak
Allies
Seraphina, Jardan, Cazandir, The Essence Dragon
Falkir
God of Benevolence, Hope, and Charity
Arcane Aspects:
Water, Life, and Order
Write-up Pending
Stratos
God of Sky and Storms and Air
Arcane Aspects:
Air, Water, Chaos and Nature
Write-up Pending
Tarpanrion
God of Earth and Nature
Arcane Aspects:
Earth, Nature, Water and Life
Write-up Pending
Ilivara
Goddess of Pain and Destruction
Arcane Aspects:
Chaos, Death, Mind and Air
Write-up Pending
Rokhova
Goddess of the Moon, Night, and Space
Arcane Aspects:
Universal, Water, Death, and Air
Write-up Pending
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Aquinius
God of Water and the Sea
Arcane Aspects:
Water, Death, Chaos and Nature
Write-up Pending
Nillayan
God of Honor, Humility, and Protection. The Last Titan.
Arcane Aspects:
Mind, Earth, Water, and Order
Write-up Pending
Annoth
God of Nightmares
Arcane Aspects:
Mind, Death, Fire, and Chaos
History:
Annoth and Madina are more powerful beings of the mind, rather than full gods. In this sense they were never mortals. The
elves have recorded encounters with Madina and Annoth from along ago. It is suspected that they were created by the
fears, hopes and dreams of the mortal beings of the world. The first time the ancient ones came to this world, the mortal
beings of Ith were left mentally scarred from the events. Annoth’s role became to help mortals deal with their mental
problems by forcing them to face their fears and deal with them rather than suppressing them. Madina gave people dreams
to give them hope in times of darkness and depression. Madina and Annoth were lovers working together, existing.
However, over time, their opposing views of how to help the mortals degraded their relationship. Annoth set to prove his
way was right and created 10 nightmares each for different aspects of fear and mind. Annoth also enlisted the help of pain
demons from the pit. Annoth’s minions, Sketch the nightmare of insanity, Pain, Dark, Monsters, Fire, Water, Despair,
Stalker, Death & Mirror, ran amuck. Annoth’s nightmares began to get a little too carried away in their tasks. In response,
Madina created 10 of her own dreams to counter Annoth’s nightmares; this began to further the rift between the two
lovers. As their Nightmares and Dreams began to clash; Madina and Annoth stopped speaking to one another.
On the whole, Annoth is almost never heard from, instead his nightmares perform his will. Once in a while they get carried
away, but never go too far for fear of Annoth’s wrath. It is said that a new pain demon has taken control from Sketch and in
the process has become Annoth’s official herald.
Domain:
Realm of the Mists
Decrees:
1.
2.
3.
4.
5.
Nightmares exist to help people deal with conflicts of the mind of which they cannot confront; followers of Annoth
understand this and live to help others to resolve with deep conflicts of the mind.
Nightmare can be the deepest fears of mortals, manifested by the mind in sleep. Be able to cause this fear.
When one is confronted with fear and terror, the true nature of their character is revealed; followers of Annoth
should be able to reveal the true nature of the weak and pitiful.
Annoth delivers messages to all in their nightmares; should he choose to bless you with the chance to help
manifest your nightmare, you must be ready at all times.
The mortal mind is your playground; learn to control and be able to play those with all aspects of it.
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6.
7.
8.
9.
Dreams are the counterpart to nightmares and thus, both exist together, playing together; even the dark needs
playmates. Followers of Annoth are to learn and understand and help preserve this balance.
Mental pain is far better than pure physical pain; if you must inflict righteous pain on someone to please Annoth, it
must be mental.
Followers of Annoth should study the functions of the mind and psychology.
Followers of Annoth shall not strike or harm followers of Madina without permission of Annoth or his Heralds.
Transgressions:
1.
2.
3.
4.
Waking someone while they under the effects of the nightmare, is considered the greatest crime of all, Followers
of Annoth should protest anyone else doing this.
Followers of Annoth will not wake someone while they’re sleeping unless it is under dire circumstances.
Not helping someone experience mental anguish if you believe it will help them better themselves and make them
stronger.
Killing someone in their sleep is high crime against Annoth, without the permission of either Annoth or one of his
nightmares.
Festivals:
Night of Sleep, Dec 21: both Annoth and Madina share the shortest day of the year. In which both nightmares and dreams
run free, helping the mortals as they can.
The night of endless darkness- once a year: Annoth is said to take the chains off his Nightmares and Pain demons. This
night seems to last days, and only effects small areas of the world. Whole towns have been known to disappear into
Annoth’s nightmare realm during this night. People vanish lost forever inside the nightmare realm.
Religious Garb:
Mostly black with deep purple and dark blue; normally all followers of Annoth have a special set of clothes, meant to inspire
fear and terror that they wear on special occasions.
Sacred Symbol:
A black circle with a purple ring around it with a light grey web inside of the circle; this represents the weaving of
nightmares in sleep.
Prejudices:
Annoth doesn’t really have any enemies; often other gods dislike his and his nightmares methods in dealing with mortal
matters. Followers of Ye’al have long-standing prejudices against the nightmares; similarly, followers of Annoth tend to
dislike followers of Ye’al.
Allies:
Followers of Annoth tend to be drastically different from one another; some are crazed and seek to sow fear with
nightmares while others are highly educated and only wish to understand the darker parts of the mind. The good natured
followers of Annoth get along fairly well with the followers of Madina.
As Annoth’s nature is to spread nightmares to everyone, followers of Annoth normally get along with most, so long as they
don’t attempt to cross their god’s wishes.
Heralds:
In times past, Annoth’s Nightmares have acted as his heralds. In the last few years, a powerful pain demon has ascended,
and now acts fully as Annoth’s herald. The demon is known by many names but is commonly referred to as the Reaver.
However, the Reaver does not spread his own nightmares, only enforces Annoth’s will. Rarely does Annoth choose to bring
a mortal being down in a way only the god of nightmares can do. The Reaver performs this role, reaping a mind and tearing
it apart and bringing the shattered soul back to his master. For this reason, the Reaver is feared by all even among the
followers of Annoth. The Reaver is rarely seen outside the church of Annoth except when he is on official duty.
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Cazandir
God of Luck, Fortune, Chance and Friendship
Arcane Aspects:
Chaos, Mind, Life, Water
Origin:
Little is known about Cazandir, but some stories and legends tell of Cazandir once being a man who wandered the land
when Fallenger was new and men made their own luck. The story’s say that Cazandir stumbled upon much fortune and
wealth, through his travels he shared all that was his with everyone that would accept his charity, until one day, he had just
given away everything when a man came along and wanted everything. This had to be the one time Cazandir had nothing,
to give but his wits and a witty remark. This was not good enough for the man and he brutally killed and cursed Cazandir
for all time. On his Death Cazandir somehow became a god, the exact way this has happen is unknown, some say he was
just that lucky.
Domain:
Realm of fortune and chance, trickery and luck where nothing is as it seems and everything is what it isn’t.
Decrees:
1.
2.
3.
4.
5.
6.
7.
8.
9.
Always embrace an opportunity to take a chance.
Cazandir believes life is about sharing what you have with others, real friends are the best allies. When your luck is
down your real friends will be there for you.
Never turn away someone in need, you may be that person one day.
Always embrace adventure, or a chance to have one.
Wealth is a way of life, live well help others live well.
Never fear luck or chance, whether good or bad always embrace it.
Share your luck and good fortune with others not as fortunate.
Fortune and luck come and go, such is the way of life and followers of Cazandir understand and embrace this way
of life.
The church of Cazandir should attempt to create situations or places for others to take chance and have the
possibility of luck and Fortune. Even if this causes a little mischief it’s fine.
Festivals:
Man’s bond is strongest and is closer to his god Cazandir during spring, when everything is the greenest and everyone is at
their highest spirits more likely to take chances and except their luck for what it is. So it is then that followers revel in there
gods glory, but the main festivals are the beginning and the end of spring.
Transgressions:
1.
2.
3.
4.
5.
Betraying your friends, Cazandir believes one should always take care of his friends, and never live them behind.
Never to take a chance, prohibit others from taking chances, or taking their chance to improve their fortune.
Not giving due credit to Cazandir for luck, fortune and chance that come your way.
Taking another’s fortune away from him them, earn your own.
Riding completely on another’s good luck and adventure without taking your own, that’s for them, go make your
own you coward.
Religious garb:
Green, gold and black are the colors of Cazandir to be worn at all times, during ceremonies and festivals robes are to be
worn, although they should be free to move and very adventure friendly. Usually followers look like bards in their everyday
lives, because one never knows when a good adventure might arise.
Symbol:
The symbol of Cazandir is a coin in front of a dagger. Most followers choose to have this made into a pin that is worn on
the caller.
Prejudices:
Followers of the Un-maker and all who strive to cause chaos in the realm.
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Anyone who takes another man’s life or fortune deliberately with malicious intent.
Anyone that does not believe in luck and chance.
Allies:
Mordath and Seraphina because life and especially death are the greatest adventures and chances of all.
Anyone that believes in giving luck a chance and bettering their own fortune
Anyone else who is friendly and open to having a good time and taking chances.
Desegrahl
God of Murder, Mayhem and Vengeance
Arcane Aspects:
Death, Chaos, and Mind
Symbol/Colors:
A red, bloodshot eye, crying blood. His followers’ robes are typically white, but stained with blood, both dried and fresh.
Allies:
Kallaballak, Xilluvia, Gri’lek, Annoth, Ilivara, Braxis, Zorlok, and Imbolis.
Enemies:
Pondera, Mordath, Seraphina, Jardan, Falkir, Cazandir, Morrova, Eriana, and Nillayan. (Note: All of the deities not named
as his allies are counted among Desegrahl’s enemies. The ones noted here are ones with a particular vendetta against him.)
Festivals:
Worshipers of Desegrahl wait expectantly for any sign of a lunar eclipse, seeing it as a sign from their god that he is
watching. Many of Ith’s most shocking atrocities have been performed at these times, when followers compete in an
informal contest to see who can kill the most people in the most creative fashion they can devise.
History:
Desegrahl was once a mortal human assassin who had found the power to consume the life-force of other sentient beings
through a violent sacrificial ritual. He had become a whispered name among assassin’s guilds and necromancer’s cabals.
Desegrahl’s rivals set him up to devour the essence of a minor deity. While this gave him tremendous power, it also bound
him to the rules set by the Fates for all deities to follow. Desegrahl Swore vengeance on those that set him in his state.
Since them he is known to empower on those that seek vengeance. Desegrahl Angered for he had little power for not
many Murderers live for that long or worship him, Desegrahl became the Patron for vengeance as well, increasing his
followers and thus his power.
Decrees
1.
2.
3.
4.
5.
6.
7.
8.
9.
Terror dies with your victim. Let them suffer long, until they enjoy the mercy of oblivion.
Do not deny your victims the knowledge of their doom. Make sure they know exactly what you are doing, and
revel in their fear.
Desecrate your enemies. Leave your mark in their flesh, if not their soul.
The moments before death are a murderer’s greatest reward. Watch every moment.
The most effective cause for Mayhem or to destroy some thing is to cut off its head, or its leader, followers of
Desegrahl understand and live by this.
Leave no survivors. Let their twisted remains serve as proof of your passing.
Do Not Let any wrongful action that is done you or the church pass.
Never Forgot the actions of others, Never forgive, only seek retribution.
Followers are encouraged to be agents of vengeance for others who are unable to do so for themselves, this is for
morale issues or because their dead Desegrahl doesn’t care.
Transgressions
1.
2.
Failing Desegrahl’s will through mortal weakness is inexcusable. Inability to let go of mercy and compassion will
result in it being stripped from you through any means deemed necessary by your superiors.
Destroy the tools of Desegrahl’s enemies. Failure to desecrate other gods’ shrines is a failure in serving his will.
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3.
4.
Let no slight go unpunished. Take revenge for any disrespect or insult directed at you, and make an example for all
to see before you kill them.
Failing to seek vengeance against acts, or fail to fulfill a task or murder or vengeance once you have set out on it is
the great failure.
Erianna
Goddess of Peace, Fertility and Tranquility
Arcane Aspects:
Life, Water, Nature and Mind
Origin:
Erianna’s Origin is unknown; her followers have each their own tale of how she came to be. It is known that Erianna was at
one point an Elf Ambassador who traveled the lands bringing peace and tranquility to her people.
Domain:
Realm of Tranquility
Decrees:
1.
2.
3.
4.
5.
6.
7.
8.
All will try to find inner peace within themselves.
All will help to find inner peace within others.
Let go once in a while; you are a tiger lily floating down an amber river.
In order to find peace you must first know chaos.
Have you ever noticed a calm person with a loud voice? Try and speak softly through your days.
Always look towards a peaceful solution to all problems you may face.
You must think before you act.
When you are at rest, you are a king surveying your estate. Look at the woodland, the peacocks on the lawn. Be a
ruler of your own, calm kingdom.
9. Do not actively recruit, if there are some that wish to find inner peace they will seek you out.
10. Those who want peace must sometimes take up arms; while fighting for peace, you may not cause death or pain to
achieve the end.
Festivals:


June – Balance Festival – This festival takes place in the middle of the year where everyone gives to another and
receives something in return. There is no fighting on this day and weapons are forbidden on the sacred grounds
where the festival held. It is a day to behold the beauty of that is around you. Most people use this time to
confront an enemy or someone who troubles them and come to a solution. It is also used as a time to get away
from the rigors of daily life, to sit back and breathe. This is also celebrated with Pondera, the God of Order and
Balance.
July - One Thousand Changed March - This festival takes place in the Capital City. It is a large march where those
who are racially or socially denied rights can go and speak peacefully about their needs and offer solutions to those
problems. It is a time to be heard and a chance to be understood and no longer be over looked. This festival is run
by the followers of Erianna and only takes place in the capital city; however, there have been branches of the
temple who have asked permission to do their own marches in their own towns and have received permission to
do so. These smaller marches are required to be done two weeks before the march in the city so that the local
temple can write down the concerns that are affecting their region and send them to the capital city’s temple to
become part of the speeches.
Transgressions:
1.
2.
3.
4.
Striking down/attacking a peaceful activist is against the teachings of Erianna.
Striking down/ attacking a fellow follower is against the teachings of Erianna.
You must never act rashly as this is against the teachings of Erianna.
You must never take advantage of another as this is against the teachings of Erianna.
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Religious Garb:
Silver/ Gray and Black cloaks. Most cloaks of this religion have long hoods that have a silver or silver colored bobble
hanging at the end. Higher levels of the religion have Silver/ Gray and Black colored hats similar to “Santa Hats” that they
wear to show their status in the religion. These hats are decorated with pictures of suns and moons. The highest-level hats
have two “tails.”
Sacred Symbol:
A circular symbol with a cat sitting on water between a sun and a moon.
Prejudices:
Followers of Erianna believe that undead are here for a reason and they want to help to put that undead soul’s at peace. It
is up to the follower how they will send the undead to their restful end.
Allies:
Jardan, the God of Truth and Judgment: Long ago Erianna and Jardan decided that they would live in the same realm in
peace with one another while helping the other in their trials and pains that they both share. This was done to one day
arrive at peace of mind where truth and judgment would be naturally found by just looking inside one’s self.
The Essence Dragon
God of Magic
Arcane Aspects:
All ten schools of magic, but not Universal Magic
Origin:
A long time ago Ith was filled with a race of powerful dragons. They called Ith their home, They were beings of awesome
power and could natural channel magic. These dragons had enemies. Ancient evil beings that transcended time and space,
These ancient ones found Ith with its young races wishing to feed on their essences. The Dragons locked in a great war with
these Ancient ones. Many of the dragons died defending Ith. The dragons knew that the ancient ones may return, and
began to teach the young races of the world magic in order to defend Ith. The dragons original planed to take turns in the
earth, yet over the years the young races drain on the dragons became too much, and it began to damage the fabric of the
reality. Thus the dragons made the ultimate sacrifice. Together they ascended to form a single being known as the essence
dragon. The essence dragon, supplies magic to the world, allowing all Ith’s beings to cast magic.
Domain:
Everywhere there is magic. The Essence Dragon lives on Ith somewhere in the Earth, his being is powerful enough to exist
in all the planes.
Decrees:
1.
Invokers of The Essence Dragon are to learn Magic as well as their invoker gifts in order to advance their magical
understanding and Divine Rank.
2. Protect the knowledge of magic and perpetuate its existence through creating scrolls, potions, and spell-books.
3. Members of the Temple of The Essence Dragon should learn to create spells or magical items rituals in order to
further their understanding of Magic.
4. It is forbidden to hinder, alter, or manipulate the Mana flux in any way.
5. Clergy of the Essence dragon are taught that all magic should be revered and understood for its necessity.
6. The Members of the Temple are encouraged to increase their understanding of magic to its maximum potential.
7. The clergy of the Essence Dragon must praise the Essence Dragon during the Mana flux
8. The temple of The Essence Dragon has declared that Alchemy is a perversion of magic and is not to be used.
9. The members of the temple of the Essence Dragon are taught to share their knowledge of magic will all that wish
to know.
10. The temple of the essence dragon opposes the destruction of magic items unless in mortal peril or the item is vile
and evil in nature.
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Festivals:
No official festivals are held for the essence dragon, but members of the temple are taught to celebrate the Essence Dragon
always often the Church will hold magical tournaments
Transgressions:
1.
2.
3.
4.
5.
6.
Willful destruction of a magic item is a crime in the temple of the Essence Dragon unless in mortal peril or the item
is vile or evil in nature.
Interrupting a magic ritual is considered an insult to the Essence dragon and a crime to the temple unless the ritual
is Evil or vile.
Keeping magical knowledge from the magic community is a high crime of the Temple of the Essence Dragon.
It is a crime to disrespect or attack any Avatars of magic unless in mortal peril.
Destruction of Magical knowledge, tomes or bodies of information is a crime to the Temple of the Essence Dragon.
Keep any information on the ancient ones from the church, or dealing with them in any way is a High crime against
the Dragon.
Religious Garb:
White Robes representing the blend of all magic commonly with 10 orbs of different colors in a circle one for each school of
magic.
Sacred Symbol:
Any representation of a Dragon is considered acceptable.
Prejudices:
1.
2.
3.
Alchemists and their misuse of quasi-magical power, without the knowledge of channeling it.
People who are devoid of magic or magic knowledge.
Ancient ones, their cults and followers
Allies:
The Essence Dragon is an ally to all gods.
Jardan
God of Truth, Justice and Judgment
Arcane Aspects:
Order, Mind, Death, Universal
Residence:
The Realm of Truth
Colors:
Blue, Green, Red, White on very formal clothing
Symbol:
A Gavel
Heralds:
The Masked Judicar. While there are many judicars who roam the land bringing people to justice, there is one who stands
above the rest. Seemingly immortal, The Masked Judicar’s identity has been lost over the ages, but he continues to roam
the land, taking care of some of Jardan’s most urgent business. Rumor has it that the Masked Judicar cannot see well but
that his mask allows him to see through all lies. No doubt a gift from Jardan, the Masked Judicar sees all truth and is
therefore quite efficient in bringing justice.
Relations with Gods:
Friends with Nillayan, Pondera, and Seraphina
Enemies with Xilluvia
While not direct enemies, Jardan’s followings may come in conflict with those of Kallaballak, Desegrahl, and Braxis.
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Decrees:
1.
2.
3.
4.
5.
6.
7.
8.
One must always tell the truth (honesty disadvantage encouraged)
One’s actions must always work towards learning the truth
One must always believe in the truth
One must always let current systems take their course
One must always trust the judgment of the Gods
One must try to help bring people to justice when the current society cannot
Persevere… justice will always prevail
Truth and Justice imply high honors, you must look the part
Transgressions:
1.
2.
3.
One must never fall prey to personal vengeance and take the law into their own hands
One must never question the justice system
One must never be false
Prejudices:
There is only truth and justice
Festivals:
November 16; The Celebration of Prevailed Justice. A festival celebrated by those who have been freed from ill happenings
by the hand of justice. The celebration itself is very generic but it means a lot to those taking part as their lives have been
extended by Jardan’s will. The one staple in the festival is the replaying/re-imagining of some of Jardan’s most famous
exploits in finding truth and justice. To the average bystander this festival may have little importance, but to those
involved, it means the world.
Origins:
Jardan began life is a normal human being. His father was a renowned investigator who was famous for turning around the
most hopeless cases. While working on a high profile murder case, Jardan’s father himself was murdered. The case proved
to be too volatile for various reasons for anyone else to pick up. Corruption seemed to be the source and Jardan realized
this. It appeared that the apple didn’t fall far from the tree and Jardan started to pick up the pieces. The road was arduous,
with many twists and turns, but through it all, Jardan believed in his client and believed that the truth would prevail
eventually. After a long journey, Jardan prevailed in attaining his client’s innocence and in apprehending the true criminal.
This would be the start of Jardan’s career in proving innocence and finding justice. Jardan’s one and only goal in life
became finding the truth. Though he was just a bumbling newbie in the world of criminal justice, Jardan was successful
time after time. He became more famous than his father ever was and lead a very long and successful life. The gods,
impressed with Jardan’s fervor, decided to elevate Jardan to godhood when Jardan was on his deathbed. He was charged
with ensuring that truth and justice prevail in the world always.
More specific events of Jardan’s life can be found in a few books chronicling Jardan’s life and career. Much more about the
man-turned-god can be learned about in these books. You will find that he was a very interesting and quirky character who
had found success in some of the strangest of cases.
Kaiah
Goddess of Battle, Ferocity and Hunters
Arcane Aspects:
Chaos, Fire, and Nature
History:
Elven legend tells of the old Elven God of Battle and Ferocity who fell long ago fighting the Ancient Ones, fighting side by
side with the Dragons. They say that the Elven God would be re-born in a time of great battle.
During the Age of Reckoning, a young Elf huntress named Kaiah gave her services to the kingdom of Talaar, along with her
company of archers. She was a renowned tracker and hunter, able to locate and slay the greatest of Beasts. Kaiah roamed
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the land in the years before and through the Age of Reckoning, training and stalking the greatest hunts she could find all
over Ith. Any were welcome to join her, to become her follower. If they proved worthy to learn, Kaiah would teach the new
follower her ways.
Kaiah’s ferocity in combat was second to none. During the Age of Reckoning, the Ancient Ones corrupted and mutated
many beasts in the lands and began to use them to terrorize the people. Kaiah tracked down and killed a great many
number of these beasts. Upon killing thousands of beasts, she began to boast that there was not a thing in all of Ith that she
could not kill. Only in the heat of the battle was her battle lust fulfilled.
A short while later, a human stranger snuck into her camp. Shocked that he was able to bypass all of her guards, Kaiah
engaged the stranger in a duel. Never had she backed down nor been outlasted in combat. Kaiah and stranger battled for
days, parrying back and forth for the lead in the fight; finally, exhausted and pained, Kaiah fell in front of the stranger and
bared her neck to him. Instead of killing her, the stranger offered his hand and then carried Kaiah’s listless body inside a
tent. There, he spoke to her of the things to come and, like himself, she would be given a chance to walk a great path in life
and that she, like him, had a difficult choice to make. She awoke to find the stranger gone. Kaiah looked forward and new a
great battle was ahead of her. She was indeed the Elven god of battle reborn.
After her acknowledgement of being the Elven God reborn, she created the Realm of Battle; here, she could constantly
train, fight and hunt. Kaiah also made the realm so that she could teach others the way of the fighter. Now only the most
Faithful of her followers are taken to the Realm of Battle to train. Once every few years, Kaiah goes on the Great Hunt. She
gets permission from the Gods of the elements and planes and takes only a few of dozen of the best hunters and fighters
with her. They move across from plane to realm, hunting and fighting the best beasts that the realm has to offer.
Domain:
Realm of Battle and Hunt
Decrees:
1.
2.
3.
4.
5.
6.
7.
8.
Challenge yourself every day; a warrior must be able to rise to the occasion.
Be ready at all times, for you do not know when you will be prey or your hunt will begin.
Fight every battle with ferocity, passion and commitment. The one who will take the field will be the one who
wants it most.
Battles are simple, fights are complex; never underestimate your opponent. If a battle proves to be too simple
for your skill, find a way to challenge yourself.
Your worth and words are only as good as your skill; words are meaningless unless you can back them up.
The smart hunter knows when best to strike and when to wait; patience and cunning are some of a fighter’s
greatest tools.
A warrior’s life is only as good as the cause they fight for.
Followers of Kaiah shall provide a quick and clean death for all worthy opponents.
Transgressions
1.
2.
3.
4.
5.
Taking a life for the joy of killing is against Kaiah’s teachings.
Refusing to hunt or fight for a worthy cause is against Kaiah’s teachings.
Surrender in battle is against Kaiah’s teachings, and is considered a high crime. The wise hunter knows when
to fall back.
To turn away from a challenge is to go against Kaiah’s teachings.
Hunting and stalking something that cannot defend itself or is un–worthy prey is against Kaiah’s teachings.
Festivals
The Great hunt: once a year for a week, followers of Kaiah prepare themselves in case they are chosen to go on her Great
Hunt. A week of tournaments are held during the time chosen by Kaiah; these tournaments are normally during the hottest
time of the summer, so as to place the warriors in the most extreme circumstances for training and fighting.
Religious Garb:
Followers of Kaiah normally do not wear typical religious garb, and instead, dress for battle. Black, red and Tan are the
colors of Kaiah; some higher-level worshipers of Kaiah wear red battle robes under their armor. The more ornate the robe,
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the higher the rank; all followers of Kaiah have a red sash they wear around their waist. Each time a member of the church
proves a great feat of skill, they may be awarded a black mark on their sash. There are many different markings, as each
one has a special meaning.
Sacred Symbol:
A red sun rising over black mountaintops with a black silhouette of a hand holding a bow (or your weapon) against the sun.
Prejudices:
The Savage God- Followers of Kaiah often clash with the followers of the Savage God; his ideals of survival of the fittest
often cause his greater invokers to be targets of Kaiah’s hunters. In fact, the two religions have pitched into open battle on
more than one occasion.
Some of the peaceful gods, such as Seraphina and Erranna, openly contest Kaiah’s embrace of hunting and battle.
Desegrahl and Ilivara- these deities embrace mindless destruction and death, at least in Kaiah’s eyes. Their followers are
distrusted greatly by all of Kaiah’s followers. It is said that once the Herald of Desegrahl and Kaiah came to blows with one
another when the Herald of Kaiah showed up to protect her followers from followers of Desegrahl.
Allies:
The Unmaker- Kaiah’s Realm of Battle is inside of the Plane of Chaos. Hence, the Unmaker enjoys throwing random things
into the realm for Kaiah’s chosen to hunt and grants Kaiah’s followers access to the Plane of Chaos for battle and hunting
(without trying to murder them all). As such, the followers of both religions tend to get along rather well.
Ya’el, Kaiah, Rokhov, Lylandria and Tyrendal were all original Elven gods; since their ascension to God-hood. Many races
worship the Gods and as such, they all have a pact to help each other out and assist one another whenever needed and can
call upon their followers to assist the other religion as needed.
Herald:
Kaiah’s herald is a black panther changed name stalker. Stalker is a changed of the old world who lost his life in defensive of
a nature grove in the deep woods. Even before this death his skills at tracking and battle were reknown. In a selfless act, he
tricked the attackers of the grove into following him deeper into the woods far away from the grove. Once he had lead
them far enough away. Over weeks he engaged in a blood one-man warfare, using all of his skills to hit and run, set traps,
and pick them off one at a time, while outnumbered over a 100 to one. When he had slowly ground them down to under
half their numbers they resorted to burning the forest down leaving stalker nowhere to run to. Even in the face of death He
fought with Ferocity of a dozen men. Finally at the end of a savage battle he was brought down. On his dieing breath Kaiah
whisked him away. Kaiah gave stalker a choice between a warriors death and the chance to live again. Since then Stalker
has served Kaiah with pure devotion. Stalker trains the best of Kaiah’s followers, his skills with a spear and bow are said to
be second to only Kaiah herself ( and maybe Sho). On the time of the great hunt it is stalker who travels Ith collecting the
chosen.
Kallaballak
God of Chaos, The Unmaker
Arcane Aspects:
Chaos, Air, Fire, Death
Origin:
Formerly the king of evil spirits he was trapped inside the mind of one of the 1st gods, the ancient god of order, He Who
Hath No Name ascended after tricking several heroes to perform a ritual to set him free from the confines of God’s Mind,
After laying waste to large portions of Ith, he was banished to the plane of Chaos which he then decided to make his home,
and has ruled them longer than most can remember. He is now one of the most Powerful Gods and has almost rewritten
the history of the world more than once.
Domain:
The Plane of Chaos
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Decrees:
1.
The clergy of The Unmaker believe that to tolerate wrongs committed against one’s self is weakness. Vengeance is
a sign of true strength.
2. Servants of the Unmaker are encouraged embrace randomness and whims of passion, never doing anything the
same way twice, etc.
3. Creating something should only be used as a force for chaos or to spread chaos.
4. Keeping things orderly is a waste of one’s time as chaos is the natural order.
5. The god of chaos is to be referred to as The Unmaker, and to say this is to revere the god.
6. If a law does not serve the Clergy’s best interest, then the law is not to be obeyed.
7. Causing suffering and destruction is considered an acceptable way for a member of the Temple of Chaos to achieve
his or her goals.
8. Members of the Temple of Chaos are to never hide the fact that they worship The Unmaker.
9. The clergy of Chaos are taught to remind other people that the god of chaos is the one true god.
10. Respect true blood royalty above all others, for they have a divine right to rule, and always question authority of
any other kind.
Festival:
Sometimes
Transgressions:
1.
2.
3.
4.
5.
Speaking the name Kallaballak is a high crime in the Temple of Chaos. Only those with divine permission may
speak the name.
To come in contact with anything perfect and not tarnish it in some way is a crime against chaos.
To allow the temple’s enemies to roam freely is an insult to The Temple of Chaos
Forsaking the God of Chaos and worshipping any other Deity marks the invoker for destruction by the God of
Chaos.
Aiding the Temples of gods that offend the Unmaker for any reason that does not directly serve the God of Chaos
is considered treason.
Religious Garb:
Red, purple and orange
Sacred Symbol:
A red lightning bolt, for its purely chaotic and powerful nature. Plus, the Chaos god was known to have used powerful
lightning bolts of chaotic energy to destroy his more powerful opponents.
Prejudices:
All mortal born gods are considered by Kallaballak to not be gods at all, and to be claiming a title that only the royal and
divine have right to.
Allies:
1.
2.
3.
The Essence Dragon accepts Kallaballak to be necessary and is therefore a friend of chaos.
The Demon God Azrael is considered a True ally of the Unmaker, as he supplies troops for the Unmaker’s Army.
His worshipers are to be treated as members of the church, unless their means do not match those of the will of
the Unmaker.
Xilluvia, Gri’lek Zorlok are all gods that the Unmaker helped ascend and are allies of the church.
Madina
Goddess of Dreams
Arcane Aspects
Mind, Order, Life, and Universal
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History:
Annoth and Madina are more powerful beings of the mind, rather than full gods. In this sense they were never mortals. The
elves have recorded encounters with Madina and Annoth from along ago. It is suspected that they were created by the
fears, hopes and dreams of the mortal beings of the world. The first time the ancient ones came to this world, the mortal
beings of Ith were left mentally scarred from the events. Annoth’s role became to help mortals deal with their mental
problems by forcing them to face their fears and deal with them rather than suppressing them. Madina gave people dreams
to give them hope in times of darkness and depression. Madina and Annoth were lovers working together, existing.
However, over time, their opposing views of how to help the mortals degraded their relationship. Annoth set to prove his
ways and created ten nightmares for each aspect of Fear and Mind. In response, Madina created ten dreams to help battle
these fears: Fame, Love, Hope, Wealth, Happiness, Desire, Serenity, Success, Courage and Resolve. Since this time, Madina
is rarely heard from. Instead her ten dreams travel both the physical and dream world of Ith. The ten dreams are known to
clash from time to time with Annoth’s ten nightmares. Madina and her ten dreams are thought to be some of the most
knowledgeable beings in all the realms, as they have almost unlimited access to all mortal minds and have spent thousands
of years gaining information.
Domain:
The Realm of the Mists
Decrees:
1.
Dreams are a wish your heart makes; followers of Madina shall always work to fulfill their own dreams and then
the dreams of others.
2. Followers of Madina understand that dreams will give the lost hope and take others out of depression. Therefore,
it is a follower’s job to help give another hope within their dreams.
3. Followers of Madina understand that hard work and dedication is needed to make others’ dreams come true.
4. Sleep is restful and sometimes the best thing a person needs is a good night’s sleep.
5. Sleep is where dreams take place and the mind can strengthen and help those find courage in their dreams.
6. The best way to deal with a restless person is to put them to sleep.
7. Followers of Madina should study the functions of the Mind and Psychology.
8. Followers of Madina shall not harm followers of Annoth without permission of a high-ranking member of the
church or Madina herself.
9. Followers of Madina will help others deal with their mental anguish and resolve their pain.
10. Sometimes, in order to live one’s life to the fullest, you must confront your own fears. One of follower of Madina’s
greatest joy is to confront and conquer fear and help others do likewise.
Transgressions
1.
2.
3.
4.
5.
Waking someone while sleeping, unless under dire circumstances, is a crime among the church of Madina.
Stopping or interrupting someone from having a dream is considered the highest crime.
Killing a person is an end to their dreams and hopes; followers of Madina always look for other ways to resolve
issues before they take a life.
Followers of Madina are forbidden to willingly instill fear through the use of spells or Alchemy in others. If a
follower of Madina causes a mental problem within another, it is their task to help resolve and cure them of said
problem.
Use of mind magic to seriously alter someone’s thoughts or mind for personal gain is considered a high crime.
Festivals:
Night of Sleep, Dec 21: both Annoth and Madina share the shortest day of the year. In which both nightmares and dreams
run free, helping the mortals as they can.
Midsummer’s Eve June 20th, The Night of Dreams
Religious Garb:
Light grey, purple, and light blue.
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Sacred Symbol:
A grey circle with a light blue ring around it, with a light purple web inside of the circle; this represents the weaving of
dreams at night.
Prejudices:
Gods or people who forcibly take lives and murder others.
Allies:
Madina is a fairly neutral god and generally will send help and aid to all those who are in dire need of assistance in the
forms of dreams. Followers of Cazandir, Tarsis, Falkir, Tiana are often friends of worshipers of Madina as their gods have to
walk a similar path as Madina.
Heralds:
Madina’s ten dreams act as her heralds and spread dreams. From time to time, Madina will give them orders and they will
always carry out her orders and deliver her messages, even if it conflicts with their own goals.
Marrova
Goddess of Love, Loyalty and Devotion
Arcane Aspects:
Life, Mind, Chaos and Fire
History:
Born of a mortal and an angel, Marrova devoted her life to Pluchera, the old goddess of love. Marrova spent her every
moment at the temple and was a Faithful and devout follower.
One day all became silent within the temple. The evil that had engulfed the Dragon’s power had consumed Pulchera as
well. What remained of Plucheras’ essence took shelter within her temple as a small, sick bird. Marrova found it upon the
alter and began nursing it back to health. While the bird only grew weaker and weaker, Marrova never gave up hope. As
the bird lay dying, one tear fell from Marrova’s eye into the bird’s mouth. This tear was filled with all of Marrova’s love and
gave Pulchera enough strength to speak.
Pulchera told Marrova that she was touched at how much devotion she had given her both as a Goddess and as a bird. She
would bestow upon Marrova a most rare and precious of gifts. Pulchera knew that her time was coming to an end and a
new era was rising. Pulchera kissed Marrova upon her cheek and died. With her last breath all that was left of her passed
on into Marrova whose heart was over flowing with love and devotion to the past as well as the new future.
Domain:
The Realm of Love
Decrees:
1.
2.
3.
Thou shall always look towards the future with love in ones heart.
Thou shall always help those in need.
Thou shall always stay true to what you believe. There is truth in what your heart says is good and pure. Speak
your mind, maybe you will find a kindred spirit.
4. Thou shall strive to better ones own life as well as the lives of others.
5. Thou shall always be equal with man and woman.
6. Love is a passion; if you see someone on the edge of love or in need of love, help them find it.
7. There is no greater strength in the world than between two lovers. Protect and honor and strengthen another’s
love so they may enjoy life’s greatest joy.
8. If help is needed by another and you have the knowledge, you must help or give advice to guide them down
whatever path they choose.
9. Friends are to be revered above all else.
10. Lost love is one of life’s greatest pains; help those heal their hearts and find new love and new passion in life.
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11. Your parents are they who taught and cared for you; cherish them and keep them close to your heart; let them
always know you are grateful. In return you shall always protect and do what is best for those you bring forth.
Festivals:




February 13th to the 23rd – The Lovers Reunion – to honor the great rejoining of two followers of Marrova: Carthith
and Yavarian. The short side of this story was that after ten years of being apart because of a war, they were
reunited and became very powerful within the religion. Each festival, the story of their paths parting and their
reunion is told at the opening ceremonies and the lovers’ tale is acted out in the closing ceremonies. This festival
usually lasts ten days, one for each year they were apart.
May 1st – The Festival of the Honorable Parent – This is a day to show love and devotion to your parents though
giving them trinkets, home-made or bought, and showing them how much you appreciate what did for you. It is a
day to go back to your hometown and spend time with those you may have left but will never forget.
November there is the Festival of Lost Love, to pay homage to the union of Marrova and Braxxis , God of Hate,
that once was but is no more. It is a day to sit and remember the lost loves of everyone’s lives, whether it be a
lover, husband, son, daughter, mother, father or other such person who has impacted our lives and made us who
we are. It is a time to remember the good things and build on facts, to let go of the pain and look towards the
future with the promise of future love.
The Festival to honor Pulchera takes place in August. At this time followers of Marrova spend an evening in
contemplation and thought upon how they could better themselves and those around them. The next day they
help someone with a task or challenge.
Transgressions:
1.
2.
3.
4.
5.
Thou shall never lash out in hate or pain.
Thou shall never betray a friend or employer. If there is a problem then it needs to be discussed with that person
in order for your heart to be lighter.
Thou shall never be disrespectful to your parents or those who brought you up.
Thou shall never attempt to willingly break another love, without permission of the church first.
Thou shall never intentionally hurt those who care for you.
Religious Garb:
Purple with gold accents. During festivals or ceremonies they wear garb similar to that of the Greeks or Romans.
Sacred Symbol:
An oval shaped pendent with a woman in Greek/ Roman clothes with a vial over her head holding a bird with a sun in the
background. No matter what color or material the symbol is made out of, it has some sort of golden embellishment
whether it be the string or some painting detail or an embedded stone where the flower is.
Prejudices:
They take pride in their lack of prejudices and do their best to guide those lost to find love or support them in whatever
they choose to do.
Herald:
She is known as a bird changed named Sku. This is in honor of Pulchera. Sku was the name that Marrova had given the bird
in her care.
Allies:
Falkir, Essence Dragon, Tiana, Tarpanrion
Orm
Master of the Void, Keeper of Elemental Harmony
Arcane Aspects:
Fire, Air, Water, Earth, and Nature (often gives a little bit of everything.)
Symbol/Colors:
The colors of the four primal elements spiraling into a green circle, all on a black field.
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Allies:
Pondera, Stratos, Tarpanrion, Veksar, and Aquinius.
Enemies:
Kallabalak, Xilluvia, and Imbolis.
Festivals:
At each equinox and solstice, worshippers of Orm gather to witness the passing of one element’s dominance, and to
welcome another’s influence. Which elements portray which seasons, and how each event is celebrated differs from region
to region, and sometimes even from year to year.
History:
During the creation of the world, the fates found that many of the forces under their purview could not tolerate each other.
The gods of the elements used their power to pursue their own personal need for dominance over the other elements. To
ensure balance between the elements, the consciousness known as Orm was created.
Decrees
1.
2.
3.
4.
5.
6.
7.
8.
9.
Do not take shelter from the elements beyond what nature provides.
Distance yourself from mortal politics.
Once your course has been determined, do not allow mortals to deter you.
Elementals are to be treated with as much reverence as any mortal noble.
Places of natural power are to be preserved. Protect them with all the power you can bring to bear.
There is an understanding that the mortal realm is made up from all the elements working together, each having
its own place, followers of Orm are to understand this and have this fact influence their every action.
Orm’s followers understand that there is a balance to every side, and commonly seek to balance the unbalanced
things in life.
Rogue elementals or Tyrants causing unbalanced havoc on other planes are to be banished back to their plane.
The champions of Fate commonly seek the same goals as the church of Orm, and are direct agents of the fates, aid
them whenever and however possible.
Transgressions
1.
2.
3.
Neglecting the proper rites and rituals to appease the elements will earn the disfavor of Orm, and long-term
neglect will be punished harshly.
The willful and permanent destruction of an elemental with title in the elemental courts by any individual must be
punished with a similar sentence.
Inciting discord and sedition against the natural order as set by the Fates and enforced by Orm will result in the
ejection of any member of the church. All others found guilty will be executed.
Pondera
God of Order
Arcane Aspects:
Order, Mind, Life
Origin:
Pondera was the Herald of the Old God of Order, At the end of the Age of Reckoning the god disappeared, it is assumed
that he gave himself up to repair some of the damage done to the world by the Ancient ones. Pondera took his place as the
god of order.
Domain:
Plane of Order
Decrees:
1.
2.
3.
Laws maintain order and the invokers of Pondera are charged to obey the law.
The Members of the Temple of Pondera are taught to expose law-breakers, and detain criminals if within the law.
Members of the Temple of Pondera are expected to be orderly and clean and maintain a good schedule.
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4.
5.
6.
7.
8.
The Members of the Temple of Pondera are expected to learn some kind of craft to assist in creating order.
The invokers of Pondera are to maintain the high levels of commitment it takes to complete the tasks they begin.
Members of the Temple of Pondera are taught to learn all they can from nature, life, and the order of the universe.
The invokers of Pondera are expected to attempt restore order in chaotic situations.
Members of the Temple of Pondera are taught to take time in formulating decisions and to act methodically and
logically.
9. It is considered dishonorable for Clergy of Pondera to engage in an obviously unbalanced conflict.
10. Members of the Temple of Pondera are encouraged to maintain self-discipline and decorum.
Festival:
On the New Year, a huge artisan fair is held in Pondera 's honor where all creations and machinations of order are
appreciated. Much knowledge is shared at this festival.
Transgressions:
1.
2.
3.
4.
5.
Followers of Pondera forbidden from disrupting the balance of nature.
The expression of unbridled rage is considered a tribute to chaos and a crime against Pondera.
The temple of Pondera forbids willfully taking advantage of someone. Example: Joe the ork tries to buy from mike
the follower of Pondera a necklace. Joe offers Mike 10 gold for the item. Mike knows the item is only worth 5
gold. Instead of ripping Joe the Orc off, Mike tells Joe the true value of the item.
Creation or summoning of demons, abominations or undead is considered a high crime against Pondera.
Flagrant disregard for the law is considered to be a disregard to order, and is punishable by the Temple of Pondera
Religious Garb:
Grey and yellow clothing.
Sacred symbol: A Prefect White and Orange Orb against a Grey shield Resenting the Defense and up holding of Order.
Prejudices:
1.
2.
Kallaballak and his followers are considered necessary elements to balance, but the Members of the Temple of
Pondera are taught to constantly watch and keep tabs on these enemies of order.
Any gods that cause unnecessary acts of destruction, mayhem and cause disorder are enemies of Pondera
Quivina
Goddess of Laughter and Sadness, Muse of the Fates
Arcane Aspects:
Mind, Life, and Death
Origin:
Quivina was once an Elven muse and actor who preformed plays and theater, She was said to be the greatest performer in
all of Ith As she would wonder the land performing for Commoners and kings alike. She also helped others write or perform
their own arts. Quivina met a young human man whom she fell deeply in love with. Yet a greedy king Demanded that she
come to his Court and Perform for him. Quivina refused, and the king captured her lover, and held him prisoner. The king
forced Quivina to be her slave, performing for him whenever he desired, forcing her to use his skills to help others so he
may profit from their success. For a month of work the king would allow Quivina a day with her lover. For years she was
kept this way. Only the thoughts of seeing her love would keep her going in her enslavement. However her love was
human and he aged much quicker than her, he attempted to escape and was killed, in a great sadness Quivina knew she
had lost her one true love and thus she began to give up on life. Refusing to perform or speak any more she was kept in a
tower until the king died. There she sat until a young woman came to her and asked her to help confess her love to a man.
Quivina not wishing this young woman to lose her love, as she had, went with her and preformed a play, however Quivina
did not speak words only laughter and crying and emotions. Quivina’s act had brought the two lovers together, healing
some of her own brokenness. Quivina was tragically killed the next day by the man’s ex-lover who blamed her for her loss.
But then something happened, instead of the soul going to the plane of death, she appeared before the fates, who offered
her, two paths, One she would be their muse among the land, or she could be reunited with her lover in the afterlife.
Quivina longed for her lover, but she took the great responsibility the fates offered her. Since this time Quivina has
wondered all planes and Ith with her acts and performances. She appears at random with messages and inspirational plays
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and songs. It is rumored that she eve performs for the gods and goddess. She is treated with respect by all since she
carries some times carries direct messages from the fates themselves.
Domain:
Mortal Realm
Decrees:
1.
Followers are encouraged to take up a performing art of some sorts, for there is no greater tools to cause
happiness, laughter, crying and sadness then art.
2. Muse others, or at least those worthy your time, inspire them in their hearts and in their acts.
3. Emotional states of peace and happiness are worth more than money or material possessions
4. Inspire Happiness in those that need it
5. Inspire sadness to those who need to feel it.
6. Life is full of happiness and tragedy, Tragedy exists so that we may better understand and appreciate life and its
joys, followers of Quivina live by this.
7. Living life is the greatest joy a person can have, help others live. Heal those that truly need it.
8. Quivina is the messenger and muse for and of the fates, and often uses her followers to pass messages and
prophecies to mortal beings and sometimes even to gods and their followers, it is all followers of Quivina
responsibility to be ready and able to undertake this great task if it is set on them.
9. Quivina is very neutral, and seeks to only play her part. She understands and sees the need for both good and evil,
chaos and order. Her followers should understand it is their job to play their part, whatever that part the fates
have written for them.
10. In most struggles of any level from wars to a fight between lovers. Followers of Quivina should help everyone and
support those who need it most, the church is almost always neutral unless it, or its members are attacked.
Festivals:
Quivina has no festivals of her own.
Transgressions:
1.
2.
3.
4.
Causing Mindless slaughter or mayhem of a beings, offends Quivina
Causing heart break by taking one’s lover from them
Failing to be able to deliver messages, muse and inspire others when they most need it.
Causing excess happiness or sadness in one person which leads their life to be ruined.
Religious Garb:
Followers of Quivina often wear bizarre multicolored costumes with colorful prints of stripes, checks, poke-a-dots and all
sorts of interesting designs
Sacred Symbol:
The Twin masks of sadness and happiness. Each with half black and white.
Prejudices:
Quivina is very neutral, and seeks to only play her part. She understands and see the need for both good and evil, chaos
and order, only those that seek to ruin that which the fates have made are her enemies, or those that attack her followers.
Allies:
Quivina is very neutral, and seeks to only play her part. She understands and see the need for both good and evil, however
there are those that she seems fond of.
Seraphina
Goddess of Life and Healing
Arcane Aspects:
Life, Water, Nature, Mind (no damaging spells or effects)
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Origin:
There has always been a Goddess of Life for as long as time can remember and just like death, she rules over the use of Life
Magic to make sure that it not over used to upset the balance of the world. It is rumored that Seraphina’s powers came to
be from the Essence Dragon himself. There had been a lapse from the last goddess; the Dragon found a being that
worshiped and cared for other lives even more then her own life. So much so, that she often collapsed from exhaustion
while helping and healing others. Once, as she collapsed form healing those innocents hurt during a great battle, Seraphina
lay there passing from this world; it was then that she had proved her worth and the Essence Dragon ascended her to a
Goddess. Seraphina is one of the oldest gods.
Decrees:
1.
It is the mission of the members of the temple of Seraphina to end pain, suffering, sickness and hunger and to
propagate the health and reproduction of all life.
2. The Temple of Seraphina insists that its members procreate and have offspring, and nurture that offspring into
healthy fertile specimens of life.
3. The Members of the Temple of life are taught to heal the mind as well as the body. As the two are linked, it is their
responsibility to help those with mental afflictions just as much as physical ones.
4. If it is not within the power of a member of the Temple to stop an act of torture and cruelty, the member is
commanded to not willingly witness such an act but to stay nearby to heal or help the victim in anyway possible.
5. Members of the Temple of Seraphina are taught to give food to all they find that are hungry.
6. Members of the Temple of Seraphina are taught to bless the birth and death of all living creatures.
7. Members of the Temple of Seraphina are taught to protest all executions regardless of the reason and to do their
best to stop murders and death from occurring. The highest form of honor in the Temple of Seraphina is to
sacrifice oneself to save many.
8. The Temple of Seraphina teaches their members to help the weak.
9. Being charitable and pious is considered a strong virtue among the temple of Seraphina.
10. Members of the Temple of Seraphina are encouraged to acquire all types of healing knowledge and to spread that
knowledge.
Festivals:
An extremely popular festival held in the spring, the Festival of Life is a weeklong gala that involves partying, relaxing,
procreation, and kindness. All forms of life are appreciated.
Transgressions:
1.
2.
3.
4.
5.
Murder is the highest crime against Seraphina.
Refusing to heal is a high crime against Seraphina
Turning a blind eye to undead is strictly forbidden.
Harming the development of people or animal young in any way is a high offense to the Temple of Seraphina.
Creating any undead of any kind for any reason is considered trespassing on Mordaths’s domain and an affront to
Seraphina as the undead mock life.
Religious Garb:
White and Teal robes. During festivals and major ceremonies the most worn color is white for the purity of what they are
working towards. During the rest of the time it can be any combination of the two colors
Sacred Symbol:
Representation of a tree in any of its stages of life.
Prejudices:
Any who commit hateful acts of aggression against others; however the Temple believes that there are very few who
cannot healed back from their evils ways. Thus they will always try to help all people.
Allies:
Pondera, Essence Dragon, Marrova
Mordath and Death are considered friends and necessary components to the cycle of life. Mordath's hand is passive for all
living things die, whereas Seraphina’s role is active, as her followers struggle to preserve life as long as possible.
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Herald:
Seraphina’s Herald is a dryad known as Stip who is also the guardian of the Tree of Life. She has been known on the rare
occasion to show up during great battles.
Tarsus
God of Indulgence
Arcane Aspects:
Life, Chaos, Mind
Origin:
It is said that Tarsus was created by the wants of the races. He was once a spirit, bound to no plane, who simply wanted
the races to give in to his carnal desires. He felt that a person should never feel guilty for doing the things he is meant to
do, and so inspired people to give in to their every desire. The more people that followed his lead, the more power he
acquired, thus eventually becoming a god.
Domain:
Tarsus makes no one plane his home but instead likes to stay close to his followers, reveling in their happiness.
Decrees:
1.
Tarsus represents indulgence not abstinence. Always strive to do more, take more, be more. Life is the great
indulgence-death the great abstinence. Therefore, make the most of life—here and now.
2. Tarsus represents vital existence, love your life, and live every day to its fullest.
3. Tarsus represents undefiled wisdom. Never be afraid to question that which others think is right or wrong, and no
matter what the situation, learn from it.
4. Tarsus represents kindness to those who deserve it. If a person deserves your love, give it freely and completely.
5. Tarsus represents vengeance, instead of turning the other cheek. A follower of Tarsus practices the motto, “If a
man smites thee on one cheek, smash him on the other”. Let no wrong go unpunished.
6. Tarsus represents personal gratification. If it leads to physical, mental, or emotional gratification, do it! As long as
you are not hurting anyone who does not deserve it.
7. Tarsus represents self-preservation at all costs. Never give your life for another; never willingly go into a situation
where you are sure you will die. Life is the most precious gift you can be given, it should never be wasted.
8. Tarsus represents pride. Always be proud of who and what you are. Tell others of your accomplishments and
conquests. BRAG!
9. Tarsus represents helping those who cannot help themselves. Since you are such a fantastic creature, it is your
duty to help those who cannot help themselves. This means all children, as they are the purest form of carnal
existence, and any others who for whatever reason are not as blessed as you. Helping those who need it makes
you a hero in their eyes, and who doesn’t want the bragging rights of that!
10. Tarsus represents envy and greed. Envy is simply to look with favor on the possessions of others and want them
for yourself. Greed is wanting more than you have. Envy and greed are the motivating forces of ambition-and
without ambition, very little of any importance would be accomplished.
Festivals:
The highest of all holidays to a follower of Tarsus is the date of one’s own birth. After all, aren’t you happier about the fact
that you were born than anything else?
Transgressions:
1.
2.
3.
4.
5.
Believing that someone is better than you and not doing anything about it. There will always be those who are
better than you, but it is up to you to change this. Not doing something that would make you a smarter, stronger,
better person is considered an insult to Tarsus.
Not helping those who cannot help themselves.
Not doing something that will bring you gratification because of what others may think. Screw what they think!
Hiding the fact that you are a follower of Tarsus is considered a high crime.
Giving up on your life, for any reason is considered the highest crime a follower of Tarsus can commit.
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Religious Garb:
Black robes or clothing are to be worn by male followers, although black pants and a bare chest seem to be a favorite
choice. Female followers wear garments which are suggestive and alluring. All of the above are good ways to get other
people’s attention.
Symbol:
A follower of Tarsus will have this symbol prominently displayed on their person at all times. Most choose to have it
permanently tattooed on their body.
Prejudices:
1.
2.
3.
Those who do not strive to live a better life.
Those who look down on Indulgence and instead practice abstinence.
Followers of Mordath. They celebrate death, instead of life and all it has to offer, enough said.
Allies:
1.
2.
3.
Tiana and her followers. They are open minded and always searching for wisdom.
Seraphina. The giver of life.
Any group of people with the same beliefs, even if they are not (yet) followers
Tiana
Goddess of Thought and Inspiration
Arcane Aspects:
Mind, Order, Chaos
Origin:
Tiana was a brilliant mortal woman whose inspiration and drive to gather knowledge led her to discover the secrets of
ascending to godhood. Her mind was so strong that she used these secrets to become a goddess.
Domain:
Realm of Knowledge
Decrees:
1.
2.
3.
4.
5.
Members of the Temple of Tiana are to learn constantly their whole lives. The acquisition of knowledge is more
important than nearly any task.
Members of the Temple of Tiana are commanded to never enslave other creatures for any reason except the most
dire of circumstances, nor do they murder unless in mortal peril. (death being the end of inspiration and thought)
Members of the Temple of Tiana are taught that the spreading of all types of knowledge to the masses is nearly as
important as the gathering of that knowledge
Members of the Temple of Tiana are charged with saving knowledge, books, tomes, and all forms of information
from destruction and to aggressively (not necessarily violently) prevent the subjugation of a person’s ability to
have the free will to acquire knowledge.
Members of the Temple of Tiana are taught to keep records and hard copies of the information they gather.
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6.
It is the members of the Temple of Tiana’s duty to balance inspiration and thought in individuals. Members of the
temple of Tiana often seek out the sad, frustrated or stagnant and do their best to inspire these people towards
experiencing something new, acquiring new skills or knowledge, etc.
7. Members of the Temple of Tiana are taught to judge people by their actions, not their thoughts.
8. The Temple of Tiana charges its members with the solving of enigmas, and the answering of questions with
accurate answers. If a follower of Tiana doesn’t know the answer, he or she will find it out.
9. It is considered an insult to Tiana for one of her followers to refuse to learn something that is freely being taught.
10. Before committing to an action, members of the Temple of Tiana are advised to gather as much information about
both sides of a conflict.
Festivals:
In the summer, the Temple of Tiana has the Day of Contemplation, in which all it’s member spend the day reflecting on
their lives and the recent year, and strive to find inspiration for the following year.
Transgressions:
1.
2.
3.
4.
5.
Willful destruction of devices of learning and hard copies of knowledge is a crime against the temple of Tiana.
Murder of a freethinking, sentient individual is a high crime among the temple of Tiana, and is considered
“Thought-killing”. Only in mortal peril can deadly force be employed.
Members of the Temple of Tiana are absolutely forbidden to use powers like command, betray or berserk on
people for any reason other than immediate mortal peril.
Torture, interrogation, erasing memories or implanting suggestions of any kind through hypnosis, alchemical
mental sculpting, etc. for any reason at all is strictly forbidden.
Selling slaves or participating in any act of slavery is one of the highest crimes against Tiana
Religious Garb:
Green and Yellow Robes
Sacred Symbol:
Scroll and quill
Prejudices:
Xilluvia clergy’s hording of knowledge and spread of misinformation along with the willful and encouraged destruction of
documents of knowledge is an insult to the goddess Tiana.
Allies:
Scholars, teachers, schools, and artisans are all considered servants to the Temple of Tiana
The temple of Jardan and their “truth is vital”, knowledge-spreading attitude is considered kindred to the temple of Tiana.
Vexsar
God of Fire and Forge
Arcane Aspects:
Fire, Air, Earth and Order
Origin:
Vexsar is a great four-armed fire salamander who was one of the first fire creatures to have interacted with beings who
attempted to communicate with the plane of Fire. He spoke of being consumed with rage and wishing only destruction on
all those that crossed his path. He spent many hundreds of years blazing a trail of ruin thro the plane of Fire. Until he
found himself on top of a massive volcano, with fire raining down from the smoke clouds all around him, he was
surrounded with bodies of elementals and beings of fire he had destroyed. A Stranger appeared before him, appearing to
be human. Vexsar unleashed his greatest rage and flame on Stranger, furious unable to hurt him with flame. Vexsar
entered melee combat, again he was unable to best this Stranger. For weeks Vexsar fought, until exhausted, His rage
passed and he saw a moment of clarity, all the destruction he had caused. The stranger spoke to him. “All you know is rage
and destruction, now I will show you a new path of renewal and creation.” Since that day Vexsar has stood as the God of
fire, watching over all beings of fire, making sure that their rage and destruction is not too great, so no being shall fall then
same way he did.
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Domain:
The plane of Fire
Decrees:
1.
2.
Followers of Vexsar are to study fire magic as they worship Vexsar
Vexsar commands that his followers Understand and Pay homage to all the aspects of Fire: Rage, Destruction,
Creation, Renewal
3. Blacksmiths are to be praised for their skills of using heat and flame to craft, and thus followers of Vexsar shall help
them whenever possible.
4. When a follower of Vexsar dies the church shall wait 24 hours for his spirit to pass, and the burn their body on the
next dawn.
5. Followers of Vexsar are encouraged to study an art of creation preferably something to do with fire.
6. Vexsar is the Great Flame Lord and the plane of fire is his domain all that those wish to pass on this plane must pay
homage to Vexsar and have his permission, those that seek to travel to the plane without Vexsar’s blessing are to
be smote.
7. The church of Vexsar will help train those willing to learn the path of fire and flame.
8. There is no greater tool to temper a soul then with fire, Followers of Vexsar shall harden and test those around
them and be ready able to do so should someone ask them to be tested.
9. Fire is one of the purest elements and thus followers as they walk their path shall attempt to make their hearts and
souls pure and true tempered with the Fire of life.
10. One of Fire’s roles is to Burn and purge the land, followers should at all time be ready to take up a crusade of Fire
and flame against whatever foe Vexsar wishes.
Festival:
Summer Fire: During the hottest parts of the year Followers of Vexsar build massive bon-fires and keep them going for 10
days, each day offering a greater offering to the fire god.
Transgressions:
1.
2.
3.
4.
Followers of Vexsar shall never Harm a Fire salamander unless directed to by the leaders of the Church or Vexsar
himself
Succumbing to a path of endless rage or destruction, all flames will burn out.
Crossing into the plane of fire without permission or a blessing
Summoning and abusing Fire elemental or beings of the plane of fire, Controlling Beings of fire for personal gain
Religious Garb:
Followers of Vexsar Brand their flesh with magical brands which leave Blacken Runes with Glowing centers in Them, The
higher the rank in the church the more elaborate the runes. Often a red tabard or robe with flame and fire prints or designs
on it.
Sacred Symbol:
A scaled Hand grasping upwards burning with flame and fire.
Prejudice:
Vexsar is an elemental god for the most part he does not interfere with other gods, unless they directly attack his followers
or set to miss use fire, or attack the plane of fire. However Vexsar sees Desegrahl’s path of carnage and mindless slaughter
too far, his followers are to be set straight or purged with holy fire.
Allies:
The other elemental gods often assist each other. Stratos, Tarpanrion, and Aquinius are all allies of Vexsar, and their
members often work together in matters dealing with the elements.
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Xilluvia
Goddess of Deception, Secrets, Corruption and Seduction
Arcane Aspects:
Mind, Chaos, Nature
Origin:
The old God of Deception gave up his power during the age of reckoning in Battle against the Ancient ones. In his absence
several beings All bid for his domain, they fought each other. Xilluvia finally won over Gri’lek, Ilivara and Braxis. She then
took over the plane of conflict and amassed power subjugated the other gods to her rule. It is rumored that she was aided
by 2 of the Demonic Lords which allowed her to do so. Little is known about Xilluvia before she began her arise to power,
she is a stunningly beautiful Elven woman, it is said that on the eve of her transformation to a deity she stormed the
Libraries of the Elven capital city and stolen massive volumes of ancient texts with her followers so that their knowledge
would only be hers. It is assumed that her ascension to godhood was in correlation to the information she stole.
Domain:
Realm of Conflict
Decrees:
1.
2.
3.
4.
5.
Matters of the Xilluvia Temple are forbidden from being revealed to non-members.
Members of the Temples Pondera of Jardan and should not be aided unless it serves Xilluvia
Invokers of Xilluvia are taught to gather as much information as possible, and spread just as much misinformation.
The Members of the Temple of Xilluvia are encouraged to be as discreet as possible in performing any tasks.
Invokers of Xilluvia are taught to encourage others to destroy as much as possible, and that deception and
corruption is the primary method of earning Xilluvia’s favor.
6. Members of the Xilluvia Temple believe that truth is not an absolute and is in fact a matter of perspective.
7. Members of the Temple of Xilluvia are taught to horde knowledge and items for personal use, and that charity
should only be used to further one’s own goals.
8. Members of the Xilluvia Temple are taught that relationships should only be used to further one’s own goals, and
emotions like love, loyalty, and piety are weakness. Selfishness is Strength.
9. Members of the Church of Xilluvia are taught that there is no Greater victory then to corrupt or seduce ones
enemies into joining or helping them.
10. Followers shall use any all means in their disposal to lure others to bend to their will.
Festivals:
In December, the temple of Xilluvia holds the Day of Conflict Where they praise Xilluvia’s victory over the other gods, and
honor the old god’s power and passing.
Transgressions:
1.
2.
3.
4.
5.
Revealing knowledge of the temple is a high crime against the Temple of Xilluvia
Helping anyone for any reason to perform acts against the Xilluvia Temple is punishable by the “Purification of
Xilluvia”, followed by incarceration until sentencing at the Day of Atonement.
Giving anything to anyone for nothing in return is a crime in the temple of Xilluvia.
Falling to Corruption or seduction to any other being not of the Church is treason and those that commit shall
receive a harsh punishment.
Keeping important information from higher ranking members of the church is considered a crime unless you have
gained Xilluvia’s blessing to do so 1st.
Religious Garb:
Black and purple hooded robes, head church members often keep a set of Special clothing of every high quality used for
Seduction/ Corruption
Sacred Symbol:
A beautiful woman’s eye with purple and black mixed in the Iris. Or set of eyes.
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Prejudices:
1.
2.
3.
4.
Kallaballak and his followers are “unofficially” the enemies of the Xilluvia Temple, Their randomness and chaotic
nature are offensive to Xilluvia.
Nillayan is the weakest god, and should be used to further goals of the Xilluvia Temple.
Followers of Jardan are seekers of the truth, and often conflict with Xilluvia’s goals, they are to be corrupted to our
wills, if they cannot be turned to the Church’s will seek their demise.
Tiana and her followers are foolish with their spread of knowledge. Knowledge is for those who are worthy.
Allies:
1.
2.
Belzaar The Shadow Demon Lord and his followers are kindred spirits to the followers of Xilluvia, however
“officially” they cannot be helped publicly.
Imbolis and his followers are allies of the church
Ya’el
The God of the Sun, Day & Time
Arcane Aspects:
Fire, Life, Air and Universal.
History:
Ya’el, means maker of light in Elven. Ya’el is one of the oldest Gods and was one of the original Elven Gods. Ya’el is
protector of the light; and the sun provides the world with life. Over the many years, his Faith has spread to the other races
of the world.
Many thousands of years ago, Ya’el was once a great Elf Warrior Mage. During his time, a dark and terrible mage because
obsessed with altering the sun, stars, time and space. This Dark Mage knew no bounds and enslaved a powerful dragon.
Normally, attempting to alter things of this nature was considered taboo even among the gods (who have the power to do
so). It was said that an attempt to so was defy the Fates themselves. This mage began to crack the walls in reality, casting
the world into darkness. Ya’el joined forces with Rokhov a great mage to defeat this dark evil.
Together they stormed the gates of the Mage’s tower and killed the Dark Mage. This feat was not easy, for the Mage had
raised an undead army the likes of which had never been seen before. (the entire story could fill many books and the
greatest of the Elven bards are able to tell it over many days). Overcoming impossible odds, Ya’el and Rokhov claimed
victory. However, they were faced with a choice as the Mage had nearly completed his ritual. To stop time and space from
coming apart, they sacrificed themselves to destroy the Dark Mage’s keep.
It is said that the all of the Dragons pulled their spirits from the void and proclaimed Ya’el and Rokhov protectors of Time
and Space. Ya’el would protect the sun and help bring light and warmth into the world so that all the races might grow,
while Rokhov would guard the darkness and space to keep others from attempting from falling or going too far, like the
Dark Mage had almost done. Ya’el has a long-standing hate of undead from the legendary battle and works to eradicate
them from the realm.
Since that time Ya’el has stood as the light bringer, making sure that no one can alter the sun.
Domain:
The Realm of Light and Sun that exists in the Plane of Life.
Decrees:
A. Ya’el is the god of the sun, thus his followers should give praise to him every day at 12 noon when the dun reaches
its zenith.
B. Ya’el’s followers are to be the light in the dark, the dawn to the darkest night. Instilling courage and Faith in life
within all is the charge of all followers of Ya’el
C. Ya’el’s followers should bring light and warmth to those that in need.
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D. Followers of Ya’el will not suffer the presence of any undead; Ya’el has decreed that undead are to be purged from
the land.
E. The hours of daylight are sacred to Ya’el and his followers are taught to Manage their time for maximum
effectiveness.
F. The sun’s warmth and light shines down on all and helps all, always be willing will to help and assist others.
G. At sunset, the followers of Ya’el must take a moment to thank the sun for it’s light and power.
H. There is no force like divine light and nothing burns brighter then the sun. All followers of Ya’el need to be strong
enough in body and mind to bring Righteous Light to the wicked and dark should the church or Ya’el call upon you.
I. Followers of Ya’el must truly understand what divine force is.
Transgressions:
1.
2.
3.
4.
5.
Creating or making any undead or aiding in any process is the highest crime in the church of Ya’el.
Working with Undead, even the supposed “good” undead, is only to be done in the direst of circumstances.
Taking a life not in the defense of yourself or others is a high crime.
Being lazy and wasteful of time is against the teachings of Ya’el.
Causing darkness or taking away light from someone is a crime against Ya’el.
Festivals:
June 4th The day of victory, this day is marked as the day that Ya’el and Rokhov bested the terrible mage.
Religious Garb:
White, yellow and orange.
Sacred Symbol:
A yellow and orange sun against a blue sky.
Prejudices:



Ya’el understands that even with the light and warmth of one’s being, there will always be darkness. As such, his
followers are taught to understand this. This makes them more tolerant against a member of a questionable
religion. They judge a person by their actions.
Xilluvia’s actions are far too in line with the mage Ya’el once faced himself, as such his followers despise her and
her followers.
Ya’el followers openly oppose the Death Guard and their tactics.
Allies:




Rokhov- followers of Ya’el work closely with the church of Rokhov, so often that to outsiders it sometimes seems
that they are a single religion.
Ya’el, Kaiah, Rokhov, Lylandria and Tyrendal were all original Elven gods; since their ascension to God-hood. Many
races worship the Gods and as such, they all have a pact to help each other out and assist one another whenever
needed and can call upon their followers to assist the other religion as needed.
Seraphina is one of the few gods that Ya’el praises. It is said that he, along with other Gods, helped her transform
into Godhood. His followers often help followers of Seraphina whenever possible.
The Order of the light is based on Ya’el’s teachings as well as the teachings of the angelic lords, often many of the
more combat orientated members of Ya’el’s religion join the Order of the Light.
Herald
Ya’el’s herald is an Angel whom is called Ilios’o who pledged himself to Ya’el’s service. Ya’el‘s Arbiter was killed during the
age of reckoning. Ilios’o is said to be powerful enough to shine with a holy light that burns the wicked. Ilios’o is very helpful
and friendly to all followers and often visits Ith.
Racial Deities
These gods, for the most part, may only be worshipped by the race stated. This is not to say that all members of the race
must worship this god, but that their race forms the entirety of the church. Not all races have their own patron deity,
instead enjoying the oversight of many or all of the universal gods.
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Karteros
God of Might and Perseverance
Race: Korgahn
Arcane Aspects:
Earth, Order, and Mind
Write-up Pending.
Hildar
God of Efficiency, Prosperity, and Labor
Race: Glyches
Arcane Aspects:
Order, Earth, Mind, Nature, and Universal
Write-up Pending.
Lylandria
Goddess of Knowledge and Wisdom
Race: Elves
Arcane Aspects:
Universal, Mind, Air, Order, and Nature
Write-up Pending.
Tyrendal
God of Intuition and Strategy
Race: Elves
Arcane Aspects:
Universal, Mind, Air, Order, and Nature
Write-up Pending.
Winchakah
Goddess of War and Courage, The Mother Of All Orcs
Race: Orcs
Arcane Aspects:
Fire, Life, Death, and Chaos
Write-up Pending.
Ulagh
The Savage God, Blood Father of the Minotaurs
Arcane Aspects:
Nature, Chaos, Earth, Fire
Origin:
Ulagh unlike most other deities takes his home on Ith, he is both spiritual and physical. For a long time Ulagh was thought
to merely be a powerful Evil nature spirit that roamed the deep forests and jungle of the world. Ulagh’s origin is unknown.
It is known long ago he created the Minotaurs, a savage race in his image. Brutal powerful monsters who wanted to spill
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blood. It is said that Ulagh takes the form of a massive Demonic black minotaur, At the being of the age of reckoning Ulagh
let forth a massive roar that was heard from all edges of the land. It called all the minotaur from all places in the land out to
take the field of battle. They appeared in great many number than ever before. He commanded his children and
worshipers to take weapons against the ancient ones and any who would follow them and crush them until nothing
remained.
Domain:
Ith, deep in the jungles and forests stalking about.
Decrees:
1.
2.
3.
4.
5.
6.
7.
The followers of the Savage god believe in Survival of the fittest, the weak shall be crushed and are only fit to serve
the strong or be killed.
The followers of the savage god shall respect his children, the minotuars, and help them whenever they can.
The forests and deep wilderness of ith belong to the Savage god and his children. Those who would attempt to
bring civilization to these places are his enemies
Followers of the Savage god will spill blood in his name every day
Followers of the savage will bear his symbol and ideals with pride and will up hold his pride against all those who
dare challenge him
Followers of the Savage god will never turn down a ritual challenge to combat.
Altho the savage god does not look down on the use of magic, He wants his worshipers to practice and improve
their physical and fighter prowess as the increase their divine worship of him.
Festivals:
These are the official holidays or festivals of the temple.
Transgressions:
1.
2.
3.
4.
Showing kindness to those who are weak and cannot survive in the wilds by their own means, is looked down on
by the followers of the savage god.
Not accepting a physical challenge or combat issued by a fellow worshiper or worthy combatant is considered a
sign of weakness and fear.
Killing a minotaur without permission from either a oracle or archon of the savage one is considered an extreme
crime and will result in the death.
Not seeking retribution for crimes committed by those against the followers of the savage one is to show
weakness and mercy against his enemies.
Religious Garb:
All followers of the Savage one will have a War tabard. This tabard is to be worn during battles, ceremonies and religious
services. This tabard will be stained with the blood of all the slain will shall ever been clean.
Sacred Symbol:
His common symbol is bull head, often more ornate symbols are kept at shrines include a bulls head back on a red sun over
the woods.
Prejudices:
Seraphina , Falkir, Hildar all too fair believe different from the savage god, their ways are of the weak and often try to stop
the followers of the savage god. Winchakah and her Orc worshipers are worthy foes and should be challenged and crushed
in ritual combat.
Tarpanrion and his followers are all enemies to the savage god, they wish to rule and bring peace to the deep forest. The
savage god does not wish to share his domain with them. Crush the followers on Tarpanrion whenever possible, embarrass
and humiliate them whenever possible, drive them from the savage god’s land.
Allies:
God who follows display savagery, a lust for combat are friends of the followers of the savage god.
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Imbolis
God of Corruption, The Soul Twister
Origin:
Long, long long ago most Fey were not trusted by humans, in fact some humans hated fey. One Human using ancient and
forbidden alchemies created a terrorizing magical Disease called blood vine. Blood vine was had horrible effects on most
races but cures were found, however one race, fey when infected with blood vine it caused them to changed. It mutated
and corrupted their fey spirits. This created a huge number of fey into dark fey. Blood vine also infected all of Arcadia the
home of the fey. One fey was unaware that she had been infected with Blood vine, gave birth to Imbolis. Imbolis was living
blood vine, the disease no long infected him but was a part of him and his body. Imbolis was mad and lost without his
parents and unaware of his power made many monsters and abominations, He then went out and Conquered the twisted
realm that was once arcadia, Imbolis reshaped the realm into a place for all abominations and hated, vile creatures. Evil,
sick and depraved creatures of all kinds flooded there so they would not be hunted, and found sanctuary within the Dark
shadowy realm. Imbolis seemed to not even rule his realm, but because of the vines that spread throughout the land, and
his connection with them, he had gained omniscience in the realm. For many years he simply watched all in his realm,
amassing great knowledge, and many, many followers. After 400 years of amassing knowledge and followers, Imbolis
learned the secrets of immortality. With another undisclosed god’s help, Imbolis ascended to godhood. After failing to be
able to make the Dark-Fey fertile, Imbolis helped the goddess of life re-grow the last seed from the Fairies Tree of Life in a
lush forest realm within the New plane of Arcadia so that the fey may live as normal. In return, Imbolis receives in secret
fey-children to be given to dark-fey families who on the day of adulthood receive “The Touch of Imbolis”, and become Dark
Fey, immortal and “perfected”. In return for these children Imbolis has reshaped the blood vine so that it no long infects
any one unless it is his will.
Domain:
The Twisted Realm/ formerly Arcadia which is now called Darkcadia
Arcane Aspects:
Chaos, Nature, Death
Decrees:
1.
2.
3.
Zealots and lower of Imbolis are forbidden from curing the poisoned or diseased. (besides of course, themselves)
Clergy of Imbolis are expected to gather as much information on Alchemy possible.
The members of the church of Imbolis do not generally reveal themselves to anyone as worshippers of Imbolis for
fear of persecution.
4. Members of the church of Imbolis are taught to not judge persons or creatures based on anything but personal
experience with that person or creature.
5. Members of the church are expected to develop high poison and Poison Resistances to one day receive the “Touch
of Imbolis”
6. It is very important for members of the temple of Imbolis to give respect and aid to all Dark-Fey, for they are
Imbolis’ children.
7. It is the responsibility of the clergy of Imbolis to seek out lonesome, sad, or depressed fey to convince them to
convert to Dark-Fey.
8. Fey of ALL types are to be befriended by the clergy, and never to be killed unless in dire peril.
9. Acquisition of personal power is the highest priority for oneself, beyond Faith for Imbolis. Imbolis only achieved
godhood by following his goals beyond the grave and all laws. Such acts can inspire enemies, and sometimes
following the Faith of Imbolis requires the member to be an enemy of Imbolis at the same time. No member of
the Imbolis church is ever excommunicated without the ability to “make it up to Imbolis”. Most people think that
Imbolis is an insane god because of this.
10. Followers of Imbolis are taught to take as many body modifications and mutations as possible if it acquires
personal power.
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Festivals:
October 31, is hailed as the day of Imbolis where dark fey throw massive parties to honor Imbolis, they invite everyone and
encourage others on this day to dress up in bazaar costumes of monsters, creatures and abominations such as to embrace
the ways of Imbolis if just for one night,
Transgressions:
1.
2.
3.
4.
5.
Killing a Fey for any reason other than mortal peril is punishable by the removal of two limbs and a pack of no less
than three diseased creatures be set upon the member. If the member survives the assault, he or she has “made it
up to Imbolis.”
Oracles of Imbolis eat the souls of members of the Faith who kill Dark-fey for any reason at all. This is considered
“making it up to Imbolis”.
Killing a higher rank member of the church of Imbolis is a high crime against the Church of Imbolis, punishable by
having one face a High Dark Fey of Imbolis in mortal combat. It is an invoker’s right to kill any other invoker in the
Faith of lower Divine Rank with no penalty whatsoever.
Being charitable and pious, and healing the weak are all crimes to Imbolis unless it directly serves Imbolis or the
Invoker.
Putting any other ahead of gaining personal power except for the church of Imbolis is an insult to Imbolis.
Religious Garb:
Depends on the invoker, many can no longer fit in to normal society being mutated abominations, and most prefer clothing
that is efficient and is survival oriented, However most invokers wear large amounts of black clothing.
Sacred Symbol:
A blacken spiked vine
Prejudices:
None, the church of Imbolis hates no one, and will raise arms in unison only to direct threats to The Twisted Realm.
Allies :
Other gods generally regard Imbolis as an insane god, and not to be trusted by most. However there are a few.
Tarsus has become a close ally of Imbolis, their followers sometimes have similar views on life, often known to throw
wicked parties.
Angelic and Demonic Lords
It is said there is a plane of existence parallel to our own: the home of the Angelic and Demonic Lords. Embodying Good
and Evil, they each watch over domains of their own… when not bringing their iconic battles to our own realm. Worship of
these beings is uncommon, and worship of demonic entities is illegal, if not utterly taboo in most civilized regions. It is not
easy to be a follower of an Angelic or Demonic Lord, requiring intense devotion and soul-deep commitment.
If you wish your character to follow one of these entities, please speak to Plot first.
Angelic Lords
Jibril
Angel of Peace, Mercy and Hope
Aspect: Appears as a female figure with small, delicate wings.
Arcane Aspects:
Life, Water, Order and Earth
Write-up Pending
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Labbiel
Angel of Healing and Knowledge
Aspect: A serpent-man whose wings shine with opalescent colors.
Write-up Pending
Sari
Angel of Command, Order and Law. “The Balancer.”
Aspect: Sari doesn’t have a form but has been represented as a glowing white orb that speaks to the mind in absolute order
and fact.
Arcane Aspects:
Order, Mind, Life, Earth, and Universal
Write-up Pending
Uriela
Angel of Repentance, Righteousness and Vengeance. “The
Watcher.”
Aspect: A winged elfin woman. Occasionally appears as a Changed hawk or raven, known as “The Keeper of the Gate.”
Arcane Aspects:
Mind, Death, Chaos and Order
Write-up Pending
Mik-hael
Angelic Champion of the Crusading Warrior
Mik-hael embodies valor and courage and represents the fight against evil.
Arcane Aspects:
Fire, Order, Life and Universal
Write-up Pending
Demonic Lords
Azrael
Demonic Lord of Warfare, Combat and Slaughter
Write-up Pending
Belzaar
Demonic Lord of Darkness, Shadows and Deviltry. “The Shadow
Lord.”
Write-up Pending
Unn’La
Demonic Lord of Madness and Magic
Write-up Pending
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The Succubus
Demonic Lady of Seduction and Enslavement. “The Temptress.”
Write-up Pending
Mammathorn
Demonic Lord of Nature’s Darkness, Chaos, and Primal Fury.
“The Beast.”
Write-up Pending
Raziel
Demonic Lord of the Unforgiven and the Repentant
Write-up Pending
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E f f e c ts a n d M o d i f i e r s
Lethal
Modifier
Lethal effects bypass any defense that does not explicitly state otherwise, such as Parry or Negation. Armor and Hide will
defend against Lethal attacks, but shields, Carapace, and Toughness will not. Fortitude cannot absorb a wound caused by
Lethal damage. Lethal does not override Immunity.
Faith
Modifier
Spell effects with the Faith carrier cannot be Magic Resisted. Faith maneuvers and damage bypass Toughness, cannot be
absorbed by Fortitude, and wounds caused by Faith damage cannot be Regenerated.
Flurry
Modifier
The attack must land on the Torso to take effect. The attack is resolved as if it hit once in each of the five locations each of
which are resolved separately. The sequence is up to the defender. Flurry cannot be applied to any effect other than
damage nor can it be applied to any effect that modifies damage for only one blow.
Blind
Effect
The target will be unable to attack, use ranged or touch spells, and Alchemy. The blinded character may only use spells,
potions, Faith or Alchemy on themselves but may cast AOE spells.
Pierce
Modifier
The attack bypasses armor, hide, shields or non-magical carapace.
Slow
Effect
Character cannot move faster than a walk.
Flatten <Distance in Feet>
Effect
Characters take the effect of a Knockback <Distance in Feet> then a Knockdown. If distance is not specified, it is 15 feet.
Knockdown
Effect
Characters are knocked from their feet, and should put one knee on the ground for a three count.
Knockback <Distance in Feet>
Effect
Characters must immediately move the <Distance in Feet> directly away from the source of the effect. If distance is not
specified, it is 15 feet.
Full Heal
Effect
This effect Heals all Normal, Savage, and Mortal wounds on the target.
Taken
Defense
This defensive call is used to indicate that the effect that was delivered was shrugged off as ineffectual.
Break
Effect
Break can target either items or limbs. A broken weapon may be used for blocking, but cannot be used to attack or perform
maneuvers. A broken shield cannot be used to block or perform maneuvers. Broken armor provides no protection. A
broken item cannot be used or activated. A limb struck becomes a Broken Limb.
Broken Limb
Effect
A Broken Limb cannot be used. Broken arms cannot hold items. A broken leg causes the character to limp. Two broken
legs will cause a character to drop to the ground and have to crawl to move. Broken Limbs must be Re-Grown,
Reconstructed or Set then Healed of a Wound before they can be used again.
Fatigue
Effect
The target cannot run and their pool (Faith, Mana, Endurance) costs are doubled for the duration.
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Stun <Duration in Seconds>
Effect
A stunned person can only take the actions listed below, but the state ends after ten (10) seconds (unless another duration
is specified), or the character is wounded, or someone starts a Death Blow. In the last case, the character does not take any
effect from the Death Blow.
Permitted actions are: Righteousness Faith resist, Resist Magic, Resist Alchemy, Resist Poison, Resist Disease, Armor, Hide,
Toughness, Fortitude, Carapace, and Simple spell defenses that are active such as Blink, Magma Skin, Bless, etc.
Web <Duration in Minutes>
Effect
A webbed person cannot move their arms or legs for the duration. They are vulnerable to Death Blow. The default
duration is five (5) minutes, unless otherwise specified. The victim can be released from the web by someone with a sharp
weapon, who performs a ten count, “I cut you out one, I cut you out two, … I cut you out ten.”
Death
Effect
Attacks with the Death carrier cause Instant Death if the target takes a wound from the attack.
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G lo s s a r y
Arm’s Reach............... Targets are considered within “arm’s reach” if you can touch them with your hand without moving
your feet.
Cool Down ................. If an ability has a cool down, the user must wait the duration specified between uses of the ability.
Designate ................... To Designate a target, a player uses their voice and gestures to get the target’s attention. This is
typically done by calling the target’s name, if known. Abilities that require a target to be Designated
are not expended if the target’s attention cannot be reasonably gained.
Helpless: .................... A helpless character cannot run, walk, or crawl. They may not use any in game skills, abilities, or
items. They may be able to speak or cry out. They are vulnerable to Death Blow. A character that is
merely bound is not necessarily Helpless.
Immune ..................... No effects of the specified type will work against the Immune target. Individual immunities will be
very specific about what is covered and what is not.
Incantation ................ This is a spell cast using Mana Pool.
Incapacitated: ............ An Incapacitated character is Helpless (see above), and cannot speak, but they remain aware of their
surroundings.
Invocation .................. This is a spell cast using Faith Pool.
Landed ....................... An effect is considered to have landed if it strikes the target legally, either via melee combat, ranged
combat, spell casting, or other game mechanism for landing effects. Some defenses prevent attacks
from landing while others negate effects that have landed.
Natural ....................... This is an effect type that in all respects the same as “Magic.” Its intent is to represent innate abilities
of creatures and other effect sources.
Magic ......................... This is an effect type that can be resisted by Resist Magic. Most spells are presumed to be of this
type, even if “Magic” is omitted from the call.
Meditate .................... A meditating character must be sitting or lying down, must be awake, and must either chant or be
silent. No in game skills may be used (other than reading), and no items may be used, or the
meditation ends and its benefits are not gained. Meditation is not considered Rest.
Soul Linked ................ Items may be Soul Linked to a character. The item cannot be taken from the character without their
consent, nor can they be compelled to give it away. This includes effects such as Disarm, Great Bash,
etc. If the character dies, the Soul Linked item is unbound after 30 minutes. If the character willingly
gives it away, it becomes Soul Linked to the recipient.
Soul Locked................ Items may be Soul Locked to a character. The item cannot be taken from the character, nor can they
give it away, until Plot-defined, lock-specific conditions are met. The lock will also define what
happens to the item if the character dies.
Rest ............................ A resting player uses no in-game abilities other than reading and engages in no strenuous activity or
heavy role play. Sleeping or napping is, generally, restful.
Simple Defense: ........ A simple defense is used automatically when its condition is met. If the condition is met, but the
character forgets to use the simple defense, that use of the defense is still exhausted. For example, if
hit for damage, and you forget to call Toughness, so you take a wound, you cannot later use the
Toughness. If multiple simple defenses are applicable, the defender chooses which one to use.
Smart Defense: .......... A smart defense is used when the defender chooses to use it.
Unconscious: ............. An Unconscious character is Incapacitated (see above), and is unaware of their surroundings
(knocked out or asleep).
Unresistable .............. You cannot use a Resist defense against the effect.
Unresisting: ............... An unresisting character is willing to accept a particular action, or is Helpless.
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P o i n ts C h a r t
Note: Point levels on this chart are cumulative. This means if you see 1, 2, 3, 4 you need to add 1+2+3+4 = 10. An Excel
version of this chart is available and can be used to generate characters.
Race
1
Human
Elf
Korgahn
Glych
Shade
Orc
Troll
Ogre
Minotaur
Fae
Dark Fae
Dryad
Satyr
Dendryte
-5
10
8
6
18
10
12
12
16
8
10
6
6
14
Modification Kit
1
None
Touched
Shifted
Changed
0
10
6
8
2
3
4
5
6
7
8
9
10
Level Points
Orange skill levels require in-game training to acquire.
Grey skill levels require in-game quests to acquire.
Specify:
2
3
4
5
6
7
8
9
10
Level Points
Level Points
Specify:
Body & Metabolism
1
2
3
4
5
6
7
8
9
10
Will
3
3
3
3
3
3
3
3
3
3
Toughness
Fortitude
Resilience
Clotting
Regeneration
Stamina (Grants Endurance Pool)
Additional Stamina Levels
Alchemy Resists
1
5
2
10
10
2
2
10
2
3
15
2
4
20
2
5
6
7
8
9
10
2
2
2
2
2
2
10
4
10
6
10
8
10
10
12
14
16
18
20
10 points per additional level of endurance after 10
2
4
6
8
10
10
10
10
10
10
Magic Resists
2
4
6
8
10
10
10
10
10
10
Poison Resistance
2
2
4
4
6
6
8
8
10
Disease Resistance
2
2
4
4
6
6
8
8
10
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Combat Abilities
1
2
3
4
5
Damage - Single Handed
2
4
6
8
10
Damage - Pole arms/Staff
2
4
6
8
10
Damage - Ranged
2
4
6
8
10
Damage - Two Handed
2
4
6
8
10
Damage - Hand and a Half
2
4
6
8
10
Damage - Hand to Hand
Blocking
Dual Wielding
2
2
2
4
2
4
6
2
6
8
2
8
10
2
10
Armor- Torso
2
2
2
2
2
Armor- L. Arm
2
2
2
2
2
Armor- R. Arm
2
2
2
2
2
Armor- L. Leg
2
2
2
2
2
Armor- R. Leg
Athletic Maneuvers
2
3
2
6
2
9
2
12
2
Shield Maneuvers
3
6
9
12
Edged Maneuvers
3
6
9
12
Hack Maneuvers
3
6
9
12
Blunt Maneuvers
3
6
9
12
Pole-arm/Staff Maneuvers
3
6
9
12
Ranged Maneuvers
3
6
9
12
Great Weapon Maneuvers
3
6
9
12
Hand-to-Hand Maneuvers
3
6
9
12
Grand Master Hand-to-Hand Maneuvers
3
6
9
12
Assassination Path
5
10
15
20
25
Berserker Path
5
10
15
20
25
Protector Path
5
10
15
20
25
Avenger Path
5
10
15
20
25
Arcanist Path
5
10
15
20
25
Marksman Path
5
10
15
20
25
Magic Skills
1
2
3
4
5
6
7
8
9
10
5
5
5
10
10
6
7
8
9
10
Primary Casting Type:
Specify:
Casting Method:
Specify:
Primary Elemental School:
Specify:
Primary Spiritual School:
Wizardry
Primary Type Knowledge
Secondary Type Knowledge
Primary Type Spells
Secondary Type Spells
Universal Spells
Mysticism
Flux Attunement
Sorcery
Primary Type Rituals
Secondary Type Rituals
1
1
2
1
2
1
1
1
2
1
2
1
1
1
2
1
2
1
1
1
2
1
2
1
1
1
2
1
2
1
1
1
2
1
2
1
1
1
2
1
2
1
1
2
1
2
Specify:
1
1
2
1
2
Level Points
Level Points
1
1
2
1
2
2 mana per 1 point; no level cap
3
1
6
1
9
1
12
1
15
1
1
1
1
1
1
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
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Arcane Abilities
1
2
3
4
5
6
7
8
9
10
Flash Cast
Extend Spell
Multicast
Channel Higher Magic
Improved Spell
Absorb Magic
Innate Magical Ability
Spell Potency
Spell Sling
Counter Spell
3
3
3
10
5
3
5
10
3
3
3
3
3
6
6
6
6
6
6
9
9
9
9
9
9
12
12
12
12
12
12
15
15
15
15
15
15
5
3
5
5
6
5
6
9
9
12
12
15
15
3
3
6
6
6
6
9
9
9
9
12
12
12
12
15
15
15
15
Faith Abilities
1
2
3
4
5
6
7
8
9
10
Divine Rank
Righteousness
Gifts of Faith
Miracles
6
5
3
3
7
5
6
3
8
5
9
3
9
5
12
3
10
5
15
3
11
5
18
3
12
5
21
3
13
5
24
3
14
5
27
3
15
5
30
3
Level Points
Level Points
Talents
1
2
3
4
5
6
7
8
9
10
First Aid
Pick Pockets
Tracking
Sneaking
Lock Picking
Traps
Research
Appraisal
Teacher
Torture/IntErrorogation
Lore
Read/Write/Speak Own Racial Tongue
Read and Write Common
Read/Write/Speak Other
Poisoning
1
5
5
2
5
1
10
10
5
5
3
0
2
3
1
2
5
5
4
5
2
3
5
5
6
5
3
4
5
6
7
8
9
10
5
8
5
4
5
10
5
5
6
7
8
9
10
5
3
5
3
5
3
5
3
3
2
3
3
3
4
3
5
3
6
3
7
3
8
3
9
3
10
6
7
8
9
10
Level Points
Level Points
Backgrounds
1
2
3
4
5
Affiliation
Contacts
Reputation
Title
Wealth
2
2
10
5
3
2
2
10
5
3
2
2
10
5
3
2
2
10
5
3
2
2
10
Level Points
3
Trade Skills
1
2
3
4
5
6
7
8
9
10
Productivity
Profession
Imbuing
Refining
Weapon Smith
Armor Smith
5
2
1
5
1
1
10
2
2
6
2
2
15
2
3
7
3
3
20
2
4
8
4
4
2
5
9
5
5
2
6
10
6
6
2
7
10
7
7
2
8
10
8
8
2
9
10
9
9
2
10
10
10
10
Alchemy
1
2
3
4
5
6
7
8
9
10
Chemistry
Concocting
Experimentation
Elixir Recipes
2
4
4
1
2
4
4
2
2
4
4
3
2
4
4
4
2
4
4
5
2
4
4
6
2
4
4
7
2
4
4
8
2
4
4
9
2
4
4
10
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Advantages
1
Apothecary
5
Brawny
5
Centered
5
Chosen
13
Combat Veteran
12
Cunning
3
Empathy
2
Enlightened
10
Favory (Specify)
2
Focused
8
Friend (Specify)
2
Good Memory
3
Hardened
4
Hearty
5
Heightened Senses - Hearing
3
Heightened Senses - Sight
3
Heightened Senses - Smell
3
Heightened Senses - Taste
3
Hyper Immune System (Disease)
6
Hyper Immune System (Poison)
6
Industrious
12
Influential
3
Mystic Savant
12
Nimble
7
Pain Tolerance
3
Precise
10
Privileged (Specify)
5
Sneaky
8
Spiritual Awareness
2
Stash Spot
5
2
3
3
3
4
5
6
7
8
9
10
Level Points
3
Telepathy
3
True Mage
14
GM Special (Specify)
1
1
1
1
1
1
1
1
1
1
Physical Advantages
1
2
3
4
5
6
7
8
9
10
Antenna
Claws
Fangs or Tusks
Hide
Horns
Tail
Wings
Carapace
4
6
2
5
4
2
3
2
5
5
5
5
2
2
2
2
2
2
2
2
2
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Disadvantages
1
2
3
Allergy (Specify)
-2
-3
-3
Second Allergy (Specify)
-2
-3
-3
Amnesia
-2
-2
Brittle
-10
Bumbling
-4
Chronic Illness
-4
Complete Honesty
-2
Cowardice
-3
Dark Destiny
-12
Debt (Specify)
-1
Feeble
-4
Forgetful
-5
Frail
-5
Friend (Specify)
-2
Hemophilia
-6
Heretic (Specify)
-5
Honor Bound
-2
Hothead
-2
-2
Hunted (Specify)
-4
-4
Impoverished
-1
-2
4
5
6
7
8
9
10
-1
-1
-1
-1
-1
-1
Level Points
-2
-5
-4
Inefficient
-3
Inept
-12
Inert
-8
Mark of Shame (Specify)
-3
Narcolepsy
-4
Nervous
-5
Night Blindness
-1
Nightmares
-2
Offensive (Specify)
Outlaw
-4
-4
-4
Pacifist
-4
-4
Pathological Liar
-2
Phobia (Specify)
-3
-3
-3
Second Phobia (Specify)
-3
-3
-3
Possessed
-7
Regret (Specify)
-1
-1
-1
-1
Second Regret (Specify)
-1
-1
-1
-1
Superstitious (Specify)
-1
-1
-1
Susceptible to Alchemy
-5
Susceptible to Magic
-5
Useless Limb
-5
Weak Stomach
-4
Weak Willed
-2
Weakness to a School of Magic
-3
Weakness to Poison
-4
Wimpy
-6
GM Special (Specify)
-1
-1
-1
-2
-4
-1
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