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Magical (new)

Magical creatures can spend their CPs on the normal skills (unless specified otherwise in the Skill Table section). However they can also buy the following additional skills:

Tree Affinity (5 points per use)

The creature has a particular affinity to trees. If they touch a tree continuously for 30 seconds, it heals all damage they have sustained.
This only applies to Wood Sprites.

Lightning Affinity (10 points)

The creature is particularly apt at using Lightning. Any direct damage Air spell they do does 1 extra damage (e.g. Air Blast). They also do 1 point of Lightning Damage with any weapon (including their Claws), which stacks with any Storm Hand.
This only applies to Air Sprites.

Fire Affinity (10 points)

The creature is particular apt at using Fire. Any direct damage Fire spell they do does 1 extra damage (e.g. Fire Dart & Combust). They also do 1 point of Fire Damage with any weapon (including their Claws), which stacks with any Fire Blade (excluding their Claws).
This only applies to Fire Sprites.

Innate <School> Spell (2 x (level + 1) points for Elementals or 10 x (level + 1) points for Demon/Devil/Angels)

The creature gains the ability to use the spell at will. As with the usual method of learning spells, lower level ones must be learnt before higher level ones.
This only applies to Earth/Air/Fire/Water Elementals and Demon/Devil/Angels.

Example: Earth Elemental
Endurance 6: 2 (Endurance 3) + 4 (Endurance 6) = 6 Points

Innate <Path> Miracle (5 x (level + 1) points)

The creature gains the ability to use the miracle at will. As with the usual method of learning spells, lower level ones must be learnt before higher level ones.
This only applies to Demon/Devil/Angels.

Example: Demon
Drain Wounds 9: 5 (Drain Wounds 4) + 10 (Drain Wounds 9) = 15 Points
Chaos Blade 4: 5 (Chaos Blade 1) + 10 (Chaos Blade 2) + 15 (Chaos Blade 3) + 20 (Chaos Blade 4) = 50 Points.
This will allow the Demon to cause Chaos 4 damage with any weapon they picks up, though for every 15 minutes the weapon is held, it will be damaged until it breaks.

Disruptive Touch (5 x level points)

This is the same as the Chaos Blade Chaos Miracle and bought using the same rules above for Innate <Path> Miracles.
The crearure can only deal this damage with his hands. To be able to cause Chaos damage through any weapon, Chaos Blade must be bought as an Innate Chaos Miracle using the rules above.
This only applies to Demons.

Example: Demon
Disruptive Touch 2: 5 (Disruptive Touch 1) + 10 (Disruptive Touch 2) = 15 Points

Permanent Natural <School> Form (80 points)

The creature has a permanent Natural <School> Form running, this grants ALL the abilities of the Form, cannot be Dispelled and does not stack with any other Form.
This only applies to Earth/Air/Fire/Water Elementals.

Power Armour (10 x level points)

The creature gains 1 point of Power Armour each time this skill is bought.
This only applies to Demon/Devil/Angels.

Wood Sprite

Wood Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Wood Sprites are only found near trees and normally only in woods.

Attribute Value
Rank 4.3 – 20
Skill Table Elf (Mage)
Cannot learn any Armour, Religious or Manufacture skills
Learn Tree Miracles as if they were spells and use Mana
Life 21 (21)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 10 (400)
School Tree, General
Damage Claw 2
Abilities No Sight, No Dead Body, No Healing
Claw Proficiency
Ambidexterity
Tree Affinity 1 use
Tree Blink 0
Tree Merge (S)
Roleplaying Wear green tabard and speak in a high squeaky voice

Water Sprite

Water Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Water Sprites are only found near large bodies of water, though they sometimes go travelling during a heavy rainstorm.

Attribute Value
Rank 3.4 – 20
Skill Table Elf (Mage)
Cannot learn any Armour, Religious or Manufacture skills
Life 21 (21)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 10 (400)
School Water, General
Damage Claw 2
Abilities No Sight, No Dead Body, No Healing
Claw Proficiency
Ambidexterity
Willpower 1
Ice Dart 2
Freeze (T)
Roleplaying Wear blue tabard and speak in a high squeaky voice

Air Sprite

Air Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Air Sprites are the most common form of sprites and can be found almost anywhere, though they favour plains.

Attribute Value
Rank 3.8 – 20
Skill Table Elf (Mage)
Cannot learn any Armour, Religious or Manufacture skills
Life 21 (21)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 10 (400)
School Air, General
Damage Claw 2 Lightning 1
Abilities No Sight, No Dead Body, No Healing
Claw Proficiency
Ambidexterity
Blink 0
Air Blast 2
Shocking Grasp 4
Lightning Affinity
Roleplaying Wear yellow tabard and speak in a high squeaky voice

Fire Sprite

Fire Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Fire Sprites are found near volcanic activity or large fires.

Attribute Value
Rank 3.8 – 20
Skill Table Elf (Mage)
Cannot learn any Armour, Religious or Manufacture skills
Life 21 (21)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 10 (400)
School Fire, General
Damage Claw 2 Fire 1
Abilities No Sight, No Dead Body, No Healing
Claw Proficiency
Ambidexterity
Fire Dart 2
Destroy (T)
Fire Affinity
Roleplaying Wear red tabard and speak in a high squeaky voice

Earth Sprite

Earth Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Earth Sprites are usually found in hilly, rocky terrain, though they can travel anywhere.

Attribute Value
Rank 7.8 – 20
Skill Table Human (Mage)
Cannot learn any Armour, Religious or Manufacture skills
Life 30 (30)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 5 (200)
School Earth, General
Damage Claw 4
Abilities No Sight, No Dead Body, No Healing
Claw Proficiency
Ambidexterity
Strength
Iron Skin 2
Warp (T)
Mend (T)
Roleplaying Wear grey tabard and speak in a high squeaky voice

Iron Sprite

Iron Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Iron Sprites are closely related to Earth Sprites and are found in roughly the same places, though only where there are large deposits of metal

Attribute Value
Rank 16.7 – 20
Skill Table Human (Mage)
Cannot learn any Armour, Religious or Manufacture skills
Life 45 (45)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 3 (120)
School Earth, General
Damage Claw 6
Abilities No Sight, No Dead Body, No Healing
Claw Proficiency
Ambidexterity
Double Strength
Iron Skin 4
Warp (T)
Mend (T)
Roleplaying Wear brown tabard and speak in a high squeaky voice

Earth Elemental

Earth Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Earth Elementals are usually found near large outcroppings of rock, quarries, underground etc.

Attribute Value
Rank 19.8 – Any
Skill Table Large Humanoid (Mage)
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills
Enhance Mana is 1
Strength, Toughness at half cost
Life 90 (120)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 10 (400)
School Earth
Damage Fist 12 (not soft)
Abilities No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing
Ambidexterity
Double Strength
Toughness 4
Permanent Natural Earth Form (DR 8, Fist 8, Immune to Grip & Warp, Innate spells cost 1 less Mana)
Roleplaying Wear grey face-paint and grey tabard

Air Elemental

Air Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Air Elementals are usually found at the tops of hills/mountains or in the middle of large open plains.

Attribute Value
Rank 10.4 – Any
Skill Table Elf (Mage)
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills
Life 45 (45)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 15 (600)
School Air
Damage
Abilities No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing
Ambidexterity
Innate Float (S)
Innate Storm Hand 2
Permanent Natural Air Form (DR 8, 4 uses per day Piercing Air Blast/Air Bomb, Immune to Air Blast & Shocking Grasp, Innate spells cost 1 less Mana)
Roleplaying Wear yellow face-paint and yellow tabard

Fire Elemental

Fire Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Fire Elementals are usually found near volcanos, thermal vents etc.

Attribute Value
Rank 9.2 – Any
Skill Table Elf (Mage)
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills
Life 45 (45)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 12 (480)
School Fire
Damage Fire 8
Abilities No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing
Ambidexterity
Innate Destroy (T)
Permanent Natural Fire Form (DR 8, Fire 8, Immune to Fire Dart, Combust, Glowing Mark & Flash, Innate spells cost 1 less Mana)
Roleplaying Wear red face-paint and red tabard

Water Elemental

Water Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Water Elementals are usually found on/near rivers, lakes and seas.

Attribute Value
Rank 9.2 – Any
Skill Table Large Humanoid (Mage)
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills
Enhance Mana is 1
Strength, Toughness at half cost
Life 60 (90)
DT N/A
Standing 0 (N/A)
Path N/A
Mana 10 (400)
School Water
Damage
Abilities No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing
Ambidexterity
Innate Rust (T)
Permanent Natural Water Form (DR 8, Immune to Ice Dart, Freeze, Command, Suggestion, Charm & Trip, Innate spells cost 1 less Mana)
Roleplaying Wear blue face-paint and blue tabard

Demon

Demons are extra-planar creatures from the Plane of Chaos. They are only encountered in the Kingdom if they have been summoned by a Demonologist, managed to travel through a rift in the planes or appearing if they are doing the bidding of the gods.
Demons are are not necessarily evil, but are always at least mischievous. Once summoned, their main aim is to cause as much havoc as possible, though the strongest may have longer term goals, such as taking over an area for themselves.

Demons can ONLY cast from one School of Magic and this designates their type:

Demons MUST keep back Mana equal to their Rank or they will instantly return to the Plane of Chaos.

Demons cannot receive Life or Wounds healing, but their Life (only) can be healed by the Chaos Lace miracle and correspondingly Order Lace will cause the equivalent Life Point damage.

Attribute Value
Rank 0.8 – Any
Skill Table Demon
When casting miracles they take no damage, hence they do not need the Create Holy Symbol skill
Life 45 (70)
DT N/A
Standing 10 (400)
Path Chaos
Mana Equal to Rank (200)
School Fire, Earth, Air, Water, General, Light, Dark, Spellsword
Damage Claw 2
Abilities No Sight, No Mental, No Sleep, No Dead Body, No Healing (except Chaos Lace)
Claw Proficiency
Ambidexterity
Roleplaying Wear demon mask

Devil

Devils are extra-planar creatures from the Plane of Order. They are very seldom encountered in the Kingdom as they cannot be summoned, only occasionally travelling through rifts in the planes or appearing if they are doing the bidding of the gods.
Devils are always lawful, but usually evil. They will refrain from acts of random violence and destruction, but will attack if necessary for their goals.

Devils can ONLY cast from one School of Magic.
Devils MUST keep back Mana equal to their Rank or they will instantly return to the Plane of Order.

Devils cannot receive Life healing, but their Life (only) can be healed by the Order Lace miracle and correspondingly Chaos Lace will cause the equivalent Life Point damage.

Attribute Value
Rank 0.8 – Any
Skill Table Demon
When casting miracles they take no damage, hence they do not need the Create Holy Symbol skill
Life 45 (70)
DT N/A
Standing 10 (400)
Path Order
Mana Equal to Rank (200)
School Fire, Earth, Air, Water, General, Light, Dark, Spellsword
Damage Claw 2
Abilities No Sight, No Mental, No Sleep, No Dead Body, No Healing (except Heal Wounds or Order Lace)
Claw Proficiency
Ambidexterity
Roleplaying

Angel

Angels are extra-planar creatures from the Plane of Life. They are very seldom encountered in the Kingdom as they cannot be summoned, only occasionally travelling through rifts in the planes or appearing if they are doing the bidding of the gods.
Angels are always good and will never attack unless in self-defence. They may well offer their services, such as healing to other good individuals and even beneficial defense/attack spells and miracles if the cause is for the greater good.

Angels can ONLY cast from one School of Magic.
Angels MUST keep back Mana equal to their Rank or they will instantly return to the Plane of Life.

Angels cannot receive Wounds healing, but their Life (only) can be healed by the Life Lace miracle and correspondingly Death Lace will cause the equivalent Life Point damage.

Attribute Value
Rank 0.8 – Any
Skill Table Demon
When casting miracles they take no damage, hence they do not need the Create Holy Symbol skill
Life 45 (70)
DT N/A
Standing 10 (400)
Path Life
Mana Equal to Rank (200)
School Fire, Earth, Air, Water, General, Light, Dark, Spellsword
Damage Claw 2
Abilities No Sight, No Mental, No Sleep, No Dead Body, No Healing (except Heal Life or Life Lace)
Claw Proficiency
Ambidexterity
Roleplaying