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New Ruling on First Aid
This skill represents knowledge of basic medical skills.
A Character with the First Aid skill may use this skill on a helpless
or willing subject who is within touch range (if range is Questionable
then this range is a marshal call). This skill allows the character
to stabilize a person who is "bleeding out" (at minus body),
but not killing blowed. This use of First Aid requires a full minute
to work. If First Aid is interrupted the death count continues from
where it left off. First Aid must begin again at the count of one
to be effective.
Someone who possesses the skill of First Aid may ask
the following questions of their subjects, with each question taking
a ten count to ask:
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Allowed Question
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Legal Answer
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What is your condition?
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Dead, dying/bleeding
out/ at -1 body, stunned, unconscious, asleep |
| How much Body/Natural Armor
are you down? |
Amount of damage the target
has received, either as an exact number or a percentage of the
target's maximum |
| Are you diseased? |
Yes, No |
| Do you have a normal metabolism? |
Yes, Altered, No. |
| First Aid helping you? |
Yes, No. |
WHAT HAPPENS TO THE BODY IN A FAILED RESURRECTION?
This is a rules clarification from National Plot as paraphrased by
Kansas Plot:
When a resurrecting character fails to resurrect the
body that forms will dissipate after five minutes. The body left behind
will be the body that died. For example, Joe Warrior dies in the woods
half a mile from the Heart and goes to resurrect. As usual after five
minutes from the beginning of the resurrection his body will form,
five minutes later when the resurrection ends his body will disappear
if he fails to successfully resurrect. His body in the forest will
remain. If Joe Warrior is undergoing a field resurrection his body
will still disappear five minutes after it forms. Hence, a failed
field resurrection will take thirty-five minutes to complete, thirty
for the body to form as normal, but it will dissipate five, not thirty,
minutes later.
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| Command Undead |
1 Hour
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9 Mana
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| By the Darkness of my Sprit, I Darken the Light |
By the Darkness of my Sprit, I Command Undead |
| This spell allows the caster to negate the illumination
provided by other alchemical, magical or individual natural light
source, such as a torch. The owner of the light must extinguish
the light or otherwise render the illumination from the light
source inert. This spell will not affect permanent light sources. |
This spell allows the caster to command one
uncontrolled undead. The caster may issue one command to the target,
a minor undead will obey any command, even self destructive ones:
an intelligent undead will obey non self-destructive commands;
major undead are unaffected by this spell. This spell forces the
target to immediately attempt to complete the given task. This
spell will last one hour, until the task is completed, until the
spell is broken, or the target is killed, whichever comes first. |
| Detect Life |
Instant |
2 Mana
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| By the Darkness of my Sprit, I Detect life |
By the Darkness of my Spirit, I Create Agony |
| This spell allows the caster to determine if
a creature or body is alive. This spell will not reveal the nature
of the target, only if the target is alive or not. This spell
will not tell the caster if the being is a construct, undead,
elemental or animated. It will not reveal the target's life-span
or origin. This spell will tell if the target is alive, dying
or dead (beyond a RENEW spell). |
This spell causes the target to experience searing
pain throughout his entire body, stunning the target for 10 minutes,
unless protected by a DEATH SHIELD or immune to DEATH effects.
While the character is stunned, the target is vulnerable to a
killing blow and cannot move or use any game skills. |
| Cause Disease |
1 Day
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3 Mana
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| Create Skeleton |
1 Hour
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11 Mana
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| By the Darkness of my Sprit, I cause Disease |
By the Darkness of my Sprit, I Create Skeleton |
| This spell causes the target to suffer from
a horrible wasting disease. Once affected, the target may not
receive any healing until the disease is cured. If not rid of
the disease within 24 hours of casting, the target dies. This
spell is negated by a CURE, REJUVENATE, or VITALITY. Any spell
categorized as a LIFE spell will cure the affected being once
the target is dead. |
This spell animates a dead, non animated or
possessed corpse or skeleton, making it an animated skeleton under
the control of the caster for 1 hour. A skeleton created with
this spell is not able to use any of the skills or abilities that
character possessed in life. It may wield weapons, doing base
damage with any modifiers. In all other aspects, it is a normal
skeleton. /TD>
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| Desecrate |
10 Minutes
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4 Mana
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| By the Darkness of my Sprit, I Desecrate You
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By the Darkness of my Sprit, I Kill You |
| This spell creates a protective field around
the target which prevents melee attacks from living creatures
attacking the target. Affected creatures cannot physically attack
the target. While this spell is in effect, the target must keep
his hands outstretched in front of him with his fingers laced
together, knuckles pointed away from his body. Any melee attack
or spell casting by the target negates the spell. This spell lasts
until the target is bit by an attack that would disrupt its casting
(such as body damage). |
This spell separates the target's spirit from
his physical body, reducing his current Body and protective spells
to -1 total. This spell acts as a killing blow and requires a
LIFE category spell to cure. |
| Spirit Shield |
Indefinite
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5 Mana
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| By the Darkness of my Sprit, I Create a Shield |
By the Darkness of my Sprit, I Decay - {Item}
|
| This spell casts a protective shield around
the recipient which will negate the first SPIRIT spell or effect
which is successfully cans upon the recipient. This is called
SPIRIT SHIELD |
This spell allows the caster to destroy any
item up to 10' by 10' of nonliving material. Decay only affects
one target per casting. It will not make a 10' by 10' hole in
a larger structure. This spell can be used on a body that has
been killing blowed to make it unaffected by a RENEW or SPIRIT
ANCHOR spell. |
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| By the Darkness of my Sprit, I Defile You |
By the Darkness of my Sprit, I Harm You |
| This spell causes the target to fall under the
effects of a powerful enchantment which prevents the target from
wielding a weapon, casting spells, throwing gases, running or
using any other physical or magical skills until the target is
cured. This spell is negated by a HEAL, VITALITY, REJUVENATE,
or PURIFY LIQUID spells. If this spell is not negated in 1 hour,
the target will suffer the effects of a killing blow. |
This spell causes the target to immediately
sustain great bodily harm, reducing his current total Body and
protective spells to 0, rendering him unconscious unless protected
by a DEATH SHIELD or immune to DEATH effects. If the target is
Healed by DEATH spells and effects, then this spell will act as
a VITALITY on the target. |
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| Armor of the Dead |
Indefinite
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14 Mana
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| By the Darkness of my Sprit, I Wither
Your {Limb} |
By the Darkness of my Sprit, I create
Armor of the Dead |
| This spell renders a limb of the target, named
by the caster, useless. No weapon, spell, poison or object can
be wielded by that limb. In addition, that limb cannot be used
for locomotion. This spell is negated by a RESTORE, REGENERATE,
DISPEL ENCHANTMENTS, VITALITY or REJUVENATE |
This spell allows the recipient to negate the
first SPIRIT spell cast upon his person after he has been killing
blowed. The first SPIRIT spell which is cast upon the target will
trigger the ARMOR OF THE DEAD. This spell says in effect after
a killing blow, until used or beyond a RENEW spell. This effect
is announced as ARMOR OF THE DEAD. |
| Create Zombie |
1 Hour
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8 Mana
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| Create Ghoul |
1 Hour
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15 Mana
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| By the Darkness of my Sprit, I Create Zombie |
By the Darkness of my Sprit, I Create Ghoul |
| This spell animates a dead, non-animated or
possessed corpse, making into a zombie under the control of the
caster for 1 hour. A zombie created in this manner is not able
to use any of the skills or abilities the character possessed
in life. It can wield weapons, doing base weapon damage plus modifiers.
The corpse is in all other respects a normal zombie. |
This spell animates a dead, non animated or possessed
corpse, making it into a ghoul for 1 hour under the control of
the caster. A ghoul created in this manner will not retain any
of the skills or abilities that character possessed in life. It
may wield weapons, doing base damage with any modifiers. In all
other aspects, it is a normal ghoul. |
| Cause # Wounds |
Instant
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Any Mana
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| By the Darkness, I Cause # Wounds |
| This spell allows the caster to cause
Body Damage to the target. The amount of damage cause by this
magic is 3x the mana used in the casting of the spell. No matter
how many points are used in casting the spell, it is still negated
by an Active DEATH SHIELD. |
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| Death Shield |
Indefinite
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5 Mana
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| By the Strength of my Spirit, I Create a Shield |
By the Strength of my Spirit, I Create a Sanctuary |
| This spell creates a protective
field around the recipient which will negate the first spell or
effect generated by the Path of Death which is successfully cast
upon the recipient. This is called DEATH SHIELD |
This spell creates a protective field around
the target which prevents minor undead creatures from attacking
the target. Affected creatures cannot physically , alchemically,
or magically attack the target. While this spell is in effect,
the target must keep both hands above his head, palms together
with the fingers pointing up not entwined. Any attack or spell
casting by the target negates the protective field as will disruption
of the in-game hand gesture. |
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| Spirit Armor |
Indefinite
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14 Mana
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| By the Strength of my Spirit, I Excorcise You |
By the Strength of my Spirit, I Create Spirit
Armor |
| This spell will evict a foreign Spirit from a
body. This includes animated Constructs (If they possess a spirit),
victims of possession and sprits bound to objects or places. EXORCISE
will also banish extra -dimensional sprits back to their plane
of Origin. The use of this spell on a creature in Spirit Form
will remove the Spirit Form. (In Addition
to above description) This spell can cause various damage to creature
classified as 'Undead' |
This spell allows the recipient to negate the
first DEATH spell cast upon his person after he has been killing
blowed. These spells include CREATE SKELETON, CREATE ZOMBIE, CREATE
GHOUL, AND ARMOR OF THE DEAD. The first one of these spells cast
upon the body will trigger the SPIRIT ARMOR. This is announced
as SPIRIT ARMOR. |
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| Undeath |
Indefinite
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<14 Mana
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| By the Burning of my Blood, I curse you with Undeath |
| This spell cause the target to rise as a zombie after he
has been affected by a killing blow and the time for a Life category
spell has passed (i.e. The character is getting up to resurrect.)
The zombie will attack all living beings until it is destroyed.
This curse last until it is activated or REMOVED. |
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| This ability allows the creature to deliver an effect when
struck by a legal boffer weapon. The attack does not need to cause
damage in order to trigger the aura (for example, the attack strikes
the creature's weapon or shield.) This effect can be natural,
magical or alchemical. This ability acts as a smart defense, the
creature can choose when to use it. A natural effect can be blocked
by an appropriate shield a weapon ward, a parry or other appropriate
defense. A magical effect can be blocked by a resist magic, appropriate
shield, spell block, ricochet, or other appropriate defense. An
alchemical effect can be blocked by a resist poison, alchemy shield,
or other appropriate defense. |
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| This ability allows a creature to magically transport itself
(sometimes with others) to another plane of existence that it
has been to before. The use of this ability requires a count |
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| This is a type of Drain attack that either sustains the creature
(like food), or acts as a fueled regeneration that would allow
the creature to regain body, mana, or per day abilities. A typical
feeding reduces the target to a maximum of 1/2 his body, a maximum
of 1/2 mana, prevents him from wearing more than 1/2 of his maximum
allowed armor and forces him to call 1/2 his total damage with
a weapon. These missing abilities will return at reset unless
otherwise specified. Other side effects can also occur, such as
curse effects. The specific effects will we listed on the monster
card. This is a counted action. |
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| This is the ability to completely suppress a target's spirit,
seizing control of his body. This ability is blocked by an active
DEATH SHIELD. Sometimes a possession grants the target additional
abilities. Any additional abilities and the duration will be listed
on the monster's card. This is a counted action. |
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| This ability will instantly reduce the target's total armor
and armor protectives to zero, breaching the armor. The creature
must strike a legal blow with a boffer weapon that would normally
cause damage while announcing "Shred." This ability is used whether
or not the strike actually lands. If the strike lands, all of
the target's armor and armor protectives are ripped apart, reducing
both to zero. The target's physical armor is damaged by one breach.
If the target's armor is currently at zero, and has no armor protectives,
this ability will only damage the armor by one breach. |
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| This is a non-corporeal state. Creature in this form are immune
to normal weapons and all binding magics or effects. These creatures
are also in the same phase as Spirit Forms, and can effect Spirit
Forms with natural weapons (such as claws). |

From the Mass Web page. These are clarifications and changes from
the 3rd Edition (Green) rulebook:
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Page 12 |
Typhonesti take x2 effect from negative Stone Spells
and Effects, not just stone damage |
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Page 21 |
The Frenzy skill is a Major Special Attack, not Defense |
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Page 23 |
If hit with a Death Strike which is blocked by a Magic
Armor you will lose all of your armor and body protectives, your
armor will be breached and you'll be reduced to 1 Body. |
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Page 26 |
To Identify already harvested components: Estimate
Value: All components not including ritual components Miner 1: All
ore components Herbalist 1: All herbal components herbalist 4: All
magical components If you have a production skill that uses any
of these components, you can identify the grades of the components
(you work with them after all) but don't necessarily know their
monetary value. Ritual components and specialty components: You
need to know about the component, what it is used for, and how to
use it. You will have no idea what it is used for unless you have
Scholar High Magic and read the scroll that names the component
or have the recipe and the production level to produce it. With
these skills you may be able to guess at other components based
on how they are prepared, but unless you know what they are used
for, the components may really be miscellaneous junk. Unharvested
components: Ores, Herbals, Magicals - these are all listed in the
rulebook. Specialty/Ritual Components - you need to know the component
you want to take, and have sufficient level to take it. To harvest
from a plant or animal, you typically need Herbalist 9 or 10, or
in some cases Forester 7 or up. This may be specific to the component.
(Gemstones will need a miner for example). You will NEVER know a
special component by looking unless you are familiar with how it
is used and what it is for (read the scroll, have the recipe). |
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Page 29 |
You must harvest a creature within five minutes of
it's death, or all components are worthless. |
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Page 46 |
The Poison "Blindness" was left out the description
is as follows: This poison acts as a Blindness spell (page 71).
The effect last for 10 minutes. This poison can be cured by an appropriate
Antidote. HEAL, PURIFY LIQUID, REJUVENATE, CLEAR, FREEDOM, PURGE,
or VITALITY effects. This poison is considered a Curse effect. |
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Page 46 |
Fear Poison is considered a Curse effect. |
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Page 89 |
A Creature using Binding Strike is not considered
"helpless" thus it cannot be killing blowed while in the process
of a Binding Strike. |
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Page 90 |
In the description of Gaze attacks " gaze attack"
should be in quotes. |
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Page 90 |
Lethal damage is declared as "# Lethal" |
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Page 91 |
Massive damage is declared as "# Massive" |
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Page 92 |
The monster ability "Shred" was left out the description
is a follows: This ability allows a creature to damage another armor
with blinding speed. The creature must strike a legal blow with
a boffer weapon that would normally cause damage while announcing
"Shred." This ability is used whether or not the strike actually
lands. If the strike lands, the target's armor (natural or non)
is reduced to 0 points and suffers one breech. A defense that prevents
the attack from connecting or the parry/evade skill can be used
to stop the attack. |

Trademarked and Copyrighted by William
Flippin and Susan Crispo, 1996
Dragon Crest Games, P.O. Box 2281, Quincy, MA 02269 1-888 DRAGON CR

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