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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:

Allowed Question
Legal Answer

What is your condition?

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.

Darken
Instant
1 Mana
Command Undead
1 Hour
9 Mana
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
Agony
10 Minutes
10 Mana
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
3 Mana
Create Skeleton
1 Hour
11 Mana
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>
Desecrate
10 Minutes
4 Mana
Kill Instant
12 Mana
By the Darkness of my Sprit, I Desecrate You 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
5 Mana
Decay
Instant
13 Mana
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.
Defile
1 Hour
6 Mana
Harm
Instant
13 Mana
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.
Wither
Indefinite
7 Mana
Armor of the Dead
Indefinite
14 Mana
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
8 Mana
Create Ghoul
1 Hour
15 Mana
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
Any Mana
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.
Death Shield
Indefinite
5 Mana
Sanctuary
Instant
6 Mana
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.
Exorcise
Instant
11 Mana
Spirit Armor
Indefinite
14 Mana
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.
Undeath
Indefinite
<14 Mana
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.
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.
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
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.
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.
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.
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:

Page 12 Typhonesti take x2 effect from negative Stone Spells and Effects, not just stone damage
Page 21 The Frenzy skill is a Major Special Attack, not Defense
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.
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).
Page 29 You must harvest a creature within five minutes of it's death, or all components are worthless.
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.
Page 46 Fear Poison is considered a Curse effect.
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.
Page 90 In the description of Gaze attacks " gaze attack" should be in quotes.
Page 90 Lethal damage is declared as "# Lethal"
Page 91 Massive damage is declared as "# Massive"
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.

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Trademarked and Copyrighted by William Flippin and Susan Crispo, 1996
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updated September 4, 2003 10:05 PM
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