WEAPON SYSTEM:<br/><br/>We now come to the weapon system and all the current available entries.  If any PCs would like to see a particular weapon, contact me and I can work it out.  Characters are restricted to the weapons that their races and class allow them to use as shown by the entries.  If a character attempts to use any weapon outside of their proficiency list, they will suffer a -4 penalty to attack rolls.<br/><br/>Don’t worry about the prices yet.  As you may now know, we’ll get to it later.  Every character will be allowed to start out with one melee and one ranged weapon of their choice for free as a part of the character creation.  Choose your weapon carefully as it may save your life.<br/><br/>Melee Weapons:<br/><br/>Fist: (Barbarian/Amazon/Fighter)<br/>--Damage: 1<br/>--Range of 1<br/>--Used only as a last resort<br/>Cost: Free!<br/><br/>Dagger: (All Classes and Races)<br/>--Damage: 1<br/>--Range of 1<br/>--Causes x2 damage when used in a grapple<br/>--Causes x2 damage when used in a backstab (This stacks with the above)<br/>--Can be used to backstab an opponent<br/>--A ubiquitous weapon used by everyone.<br/>Cost: 1 silver piece<br/><br/>Shortsword: (Thief, assassin)<br/>--Damage: 1<br/>--Range of 1<br/>--Causes x3 damage when used to backstab<br/>--Add 2 points of damage when used to backstab (This is after the multiplier.)<br/>--Can be used to backstab an opponent<br/>Cost: 5 silver pieces<br/><br/>Longsword: (Elf, Fighter)<br/>--Damage: 2<br/>--Range of 1<br/>--Can be used for Power Swing<br/>Cost: 1 gold crown<br/><br/>Katana: (Sword Dancers)<br/>--Damage: 2<br/>--Range: 1<br/>--Can be used for<br/>--Sword Dancers get a +1 for accuracy<br/>Cost: 2 gold crowns<br/><br/>Two-Handed Battle Axe: (Barbarian)<br/>--Damage: 3<br/>--Range of 1<br/>--Can be used for Power Swing<br/>--Barbarians get an additional +1 to damage when using this<br/>Cost: 2 gold crowns<br/><br/>Claymore: (Barbarian)<br/>--Damage: 3<br/>--Range of 1<br/>--Can be used for Power Swing<br/>--Barbarians get an additional +1 to damage when using this<br/>Cost: 2 gold crowns<br/><br/>Longspear: (Amazon, Fighter)<br/>--Damage: 2<br/>--Range of 2<br/>--Cannot be used to attack adjacent opponents<br/>--May be set against a charge for x2 damage<br/>Cost: 3 silver pieces<br/><br/>Quarterstaff: (Battle Mage, Ecstasy Mage)<br/>--Damage: 1<br/>--Range of 1<br/>--Can be used for Power Swing<br/>--Adds +1 to defense roll<br/>--Weapon most commonly used by mages<br/>Cost: 5 copper coins<br/><br/>Club: (Cleric, Inquisitor)<br/>--Damage: 1<br/>--Range of 1<br/>--Can be used with Power Swing<br/>--Roll a 1d12 when striking an opponent.  On the number 12, the opponent is stunned and oses his actions for the round.<br/>Cost: 2 copper coins<br/><br/>Mace: (Cleric, Inquisitor)<br/>--Damage: 2<br/>--Range of 1<br/>--Can be used with Power Swing<br/>--Roll a 1d12 when striking an opponent. On the numbers 11-12, the opponent is stunned and loses his actions for the round.<br/>Cost: 10 silver pieces<br/><br/>Light Flail: (Cleric, Inquisitor)<br/>--Damage: 2<br/>--Range of 1<br/>--Can be used with Power Swing<br/>--Minus 1 from the total defense roll of opponent.<br/>Cost: 10 silver pieces<br/><br/>Heavy Flail: (Cleric, Inquistor)<br/>--Damage: 3<br/>--Range of 1<br/>--Can be used with Power Swing<br/>--Minus 2 from the total defense roll of opponent<br/>Cost: 2 gold crowns<br/><br/>Ranged Weapons:<br/><br/>Shortbow: (Amazon, Fighter)<br/>--Damage: 2<br/>--Range of 3<br/>--Amazons get an additional +1 to damage when using this<br/>--Can be used from horseback<br/>Cost: 2 silver pieces<br/><br/>Longbow: (Amazon,Elf,Fighter)<br/>--Damage: 2<br/>--Range of 5<br/>--Amazons get an additional +1 to damage when using this<br/>--May only be used on foot<br/>Cost: 5 silver pieces<br/><br/>Light Crossbow: (Cleric, Inquisitor, Thief, Assassin)<br/>--Damage: 2<br/>--Range of 5<br/>--After firing, the crossbow takes 1 round to reload<br/>Cost: 1 gold crown<br/><br/>Heavy Crossbow: (Cleric, Inquisitor, Thief, Assassin)<br/>--Damage: 3<br/>--Range of 7<br/>--After firing, the crossbow takes 2 rounds to reload<br/>Cost: 2 gold crowns<br/><br/>Sling: (Battle Mage, Ecstasy Mage, cleric, Inquisitor)<br/>--Damage: 1<br/>--Range: 3<br/>--Roll 1d12 when striking opponent.  On a roll of 12, the opponent has been stunned for 1 round.<br/><br/>Throwing Axe: (Barbarian)<br/>--Damage: 2<br/>--Range of 3<br/>Cost: 3 sliver pieces<br/><br/>Throwing Knives:  (Thief, Assassin)<br/>--Damage: 1<br/>--Range of 3<br/>--May throw three per turn at a -1 penalty to attack roll per knife<br/>Cost: 1 silver piece<br/><br/>SPELLS<br/><br/>There are three main categories for spells in this game.  Those being Battle Mage spells, Ecstasy Mage spells, and Cleric spells.  For the time being I will only list the first level and second level spells, as those are the only spells needed at this point.  The spells list will probably grow, but I’m just putting down some basics for everyone.<br/><br/>Here is the breakdown for the number of starting spells for each race and class.  You will choose this number of spells that you know and are able to cast.  You may cast the same spell as many times as you like, but only from the list of spells you know.  Each casting costs MP and when you are out of MP you cannot cast any more spells.  Also, every caster must be able to speak the arcane words of power clearly and gesture with their hands so if you are tied up or unable to speak for some reason, you are out of luck.<br/><br/>Battle Mage:<br/>1st level spell: 6<br/>2nd level spell: 3<br/><br/>Ecstasy Mage:<br/>1st level spell: 8<br/>2nd level spells: 4<br/><br/>Cleric:<br/>1st levels spell: 4<br/>2nd level spell: 2<br/><br/>Inquisitor<br/><br/>1st level spell: 4<br/>2nd level spell: 2<br/><br/>Offensive Spells: (Battle Mage only)<br/><br/>Level 1:<br/><br/>Fire Bolt:<br/>Damage: 2 points<br/>Time: 2 rounds<br/>Cost: 2 MP<br/>Range: 8 squares<br/>-- The mage casts a ball of fire at the target.<br/><br/>Ice Ray:<br/>Damage: 2 points<br/>Time: 2 rounds<br/>Cost: 2 MP<br/>Range: 8 squares<br/>--The mage fires a jet of freezing air at the target.<br/><br/>Lightning Blast:<br/>Damage: 2 points<br/>Time: 2 rounds<br/>Cost: 2 MP<br/>Range: 8 squares<br/>--The mage creates a bolt of electricity and fires it at their target.<br/><br/>Acid Splash:<br/>Damage: 2 points<br/>Time: 2 rounds<br/>Duration: Instantaneous<br/>Cost: 2 MP<br/>Range: 8 square<br/>--The mage creates a globe of acid and fires it at the enemy.<br/><br/>Level 2:<br/><br/>Magic Missile:<br/>Damage: 2 points per missile<br/>Time: 2 rounds<br/>Duration: Instantaneous<br/>Cost: 2 MP + 1 per additional missile<br/>Range: 8 squares<br/>--The mage creates a ball of energy that flies at the target.  The caster can only fire one missile to begin.<br/><br/><br/>Erotic Spells:<br/><br/>Level One:<br/><br/>Blow Kiss: (Ecstasy Mage)<br/>Damage: None. This spell is used to extend 'kiss' effects.<br/>Time: 1 round<br/>Duration: Instantaneous<br/>Cost: 1 MP<br/>Range: 8 squares<br/>--A strong, kiss is placed upon the character if they should fail their magic defense roll.  A favorite among the succubi.<br/><br/>Flash: (Ecstasy Mage)<br/>Damage: None.  The target will be stunned 1 round if they fail their magical defense roll.<br/>Time: 2 rounds<br/>Duration: Instantaneous<br/>Cost: 2 MP<br/>Range: 6 squares<br/>--The caster must expose some part of their body at the target.  The target will be stunnned as erotic images assault and flood their mind.<br/><br/>Oil: (Ecstasy Mage)<br/>Damage: None. An 8 ounce jar will appear in the caster's hand.<br/>Time: 1 round<br/>Duration: 1 hour<br/>Cost: 2 MP<br/>Range: None<br/>--The oil is an aphrodiasiac and will add a +1 to sexual attack roll if used.  It will disappear in 1 hour or 5 attacks, whichever comes first.<br/><br/>Itch: (Ecstasy Mage)<br/>Damage: The target suffers a –1 penalty to attacks, defense, and magic attacks.<br/>Time: 1 round<br/>Duration: 1 round<br/>Cost: 1 MP<br/>Range: 6 squares<br/>--This spell causes the target to begin to itch all over.<br/><br/>Unbutton: (Ecstasy Mage)<br/>Damage: None.  A set of buttons is undone in the blink of an eye.<br/>Time: 1 round<br/>Duration: Instantaneous<br/>Cost: 1 MP<br/>Range: 2 squares<br/>--A fun spell developed by Ecstasy Mages.  The target is not allowed a save in this case.  While it has no practical use, it gives a whole new meaning to "shedding one's clothes."<br/><br/>Level Two:<br/><br/>Arousal: (Ecstasy Mage)<br/>Damage: This spell causes the target to suffer a –2 penalty to their attack, defense, and magic attack rolls due to their extreme level of horniness.  In addition, any feats attempted will be at a -1 penalty.<br/>Time: 2 rounds<br/>Duration: 3 rounds.  The target does not get to another roll to save after they fail their first time.<br/>Cost: 3 MP<br/>Range: 6 squares<br/>--This spell causes the target to experience an extreme state of sexual arousal.<br/><br/>Detect Weaknesses: (Ecstasy Mage)<br/>Damage: None.  The target must resist with a magic defense roll or have their sexual weaknesses revealed to the caster.<br/>Time: 2 rounds<br/>Duration: Instantaneous<br/>Cost: 3 MP<br/>Range: Touch<br/>--The caster must place their hand on the target's forehead.  If the target fails their magic defense roll, the caster gains knowledge concerning one sexual weakness the target has.<br/><br/>Irresistible Kiss: (Ecstasy Mage)<br/>Damage: None.  Instead, a character must make a magic defense roll or be stunned for 1d6 rounds.<br/>Time: 2 rounds<br/>Cost: 3 MP<br/>Range: Touch<br/>--The caster must kiss the target on the lips.  The character is so befuddled that they merely stand there as a warm, feeling of happiness will go through their being.  This effect ends if the target is attacked.<br/><br/>Friend: (Ecstasy Mage)<br/>Damage: None.  The spell summons a magical servant.<br/>Time: 2 rounds<br/>Duration: 1 hour<br/>Cost: 2 MP<br/>Range: None<br/>--The spell summons a magical servant for the caster's bidding.  The servant has a sex score of 6 and can only obey simple sexual commands.  The servant will vanish at the end of the hour.<br/><br/>Magical Bondage: (Ecstasy Mage)<br/>Damage: None.  This spell creates four magical circles to form that the Mage can use to bind the target in anyway they wish.<br/>Time: 2 rounds<br/>Duration: 6 rounds<br/>Cost: 4 MP<br/>Range: 8 squares<br/>--Pretty self-explanatory.  Use your imagination for creative positions.<br/><br/><br/><br/><br/>Healing Spells: (Cleric, Inquisitor)<br/><br/>Level One:<br/><br/>Heal Minor Wounds:<br/>Damage: None.  This spell helps the target recover 2 hit points<br/>Duration: Instantaneous<br/>Time: 1 round<br/>Cost: 1 MP<br/>Range: Touch<br/>--A warm glow infuses the cleric who then heals the wound.<br/><br/>Minor Recovery:<br/>Damage: None.  This spell helps a target recover 2 stamina points<br/>Duration: Instantaneous<br/>Time: 1 round<br/>Cost: 2 MP<br/>Range: Touch<br/>--The target feels refreshed as the cleric lays hands on them.<br/><br/>Cure Minor Poison:<br/>Damage: This spell can cure a target who has been poisoned.<br/>Duration: Instantaneous<br/>Time: 1 round<br/>Cost: 2 MP<br/>Range: Touch<br/>--The cleric must have a cup of water which he will bless.  A common, minor poison will be cured when the water is drunk.<br/><br/>Level Two:<br/><br/>Restore Consciousness:<br/>Damage: None.  This spell wakes a character who has fallen unconscious<br/>Duration: Instantaneous<br/>Time: 2 rounds<br/>Cost: 4 MP<br/>Range: 4 squares<br/>--The target smells a breath of fresh air that wakes them up.<br/><br/>Recover Strength:  This spell causes the target to gain 1 strength point.<br/>Time: 2 rounds<br/>Duration: Instantaneous<br/>Cost: 2 MP<br/>Range: 2 squares<br/>--The target feels strong once again.  This cannot be used to exceed their base score.<br/><br/>Recover Dexterity:<br/>Damage: None.  This spell causes the target to gain 1 luck point.<br/>Duration: Instantaneous<br/>Time: 2 rounds<br/>Cost: 2 MP<br/>Range: 2 squares<br/>--The target feels supple and flexible once again.   This cannot be used to exceed their base score.<br/><br/>Recover Endurance:<br/>Damage: None.  This spell causes the target to gain 1 endurance point.<br/>Duration: Instantaneous<br/>Time: 2 rounds<br/>Cost: 2 MP<br/>Range: 2 squares<br/>-- The target feels rested once again.  This cannot be used to exceed their base score.<br/><br/>Recover Charisma:<br/>Damage: This spell causes the target to gain 1 charisma point.<br/>Time: 2 rounds<br/>Cost: 2 MP<br/>Range: 2 squares<br/>-- The target feels talkative once again.  This cannot be used to exceed their base score.<br/><br/><br/>Tickling Spells: (Ecstasy Mage, Inquisitor)<br/><br/>Level One:<br/><br/>Summon Feather:<br/>Damage: None. A large, brilliantly colored feather appears in the caster's hand.<br/>Time: 1 round<br/>Duration: 1 hour<br/>Cost: 2 MP<br/>Range: None<br/>--When used in interrogations or combat, the feather provides a +1 bonus to tickling attack rolls.  It disappears after 5 attacks or 1 hour, whichever comes first.<br/><br/>Level Two:<br/><br/>Detect Weaknesses:<br/>Damage: None.  The target must resist with a magic defense roll or have their tickling weaknesses revealed to the caster.<br/>Time: 2 rounds<br/>Duration: Instantaneous<br/>Cost: 3 MP<br/>Range: Touch<br/>--The caster must place their hand on the target's forehead.  If the target fails their magic defense roll, the caster gains knowledge concerning one tickling weakness the target has.<br/><br/>Tickling Hands:<br/>Damage:  None.  The target of this spell must roll 1d12 each turn they are being tickled to determine how many stamina points they lose.<br/>Time: 2 rounds<br/>Duration:  3 rounds.  However, every time the target’s turn comes up, they may make a magic defense roll to try and escape the spell.<br/>Cost: 2 MP per turn the caster maintains this spell.<br/>Range: 6 squares.<br/>-- This spell causes a ball of magic to appear between the mages outstretched hands.  From this ball of energy, two hands will stretch out.  The hands will begin to tickle the target at the mage’s request.  These hands are phantasmal in form, meaning they can be seen and felt, but cannot be touched.  They also are able to pass through clothing.  The mage can control where the hands tickle and this may or may not change the effectiveness of the attack.<br/><br/>Laughing Gas:<br/>Damage: None.  The target can only roll about, laughing on the ground as they lose their actions.<br/>Time: 1 round<br/>Duration: 3 rounds<br/>Cost: 6 MP<br/>Range: 8 squares<br/>-- This spell causes a small cloud of laughing gas to appear.  Anybody trapped in the cloud must make a magic defense roll.  If they fail the roll, they breathe in the gas and begin to laugh uncontrollably.  However, this spell does not cause stamina point loss.  This spell actually targets 9 spaces on the board, making a box.<br/><br/><br/>Utility Spells:<br/><br/>Level One:<br/><br/>Clean: (Battle Mage/Cleric/Ecstasy Mage/Inquisitor)<br/>Damage: None.  One set of clothes are made clean.<br/>Time: 1 round<br/>Duration: Instantaneous<br/>Cost: 1 MP<br/>Range: Touch<br/>--One set of clothes are made clean by the caster's touch.  A useful spell when hiding embarassing moments.<br/><br/>Find Water: (Battle Mage/Cleric/Ecstasy Mage/Inquisitor)<br/>Damage: None.  This spell is used to find water.<br/>Time: 1 round<br/>Duration Instantaneous<br/>Cost: 1 MP<br/>Range: None<br/>--After casting such a spell, the caster will feel a tug towards the nearest clean source of drinkable water.<br/><br/>Light: (Battle Mage/Ecstasy mage/Cleric/Inquisitor)<br/>Damage: None.<br/>Time: 1 round<br/>Duration: 10 minutes<br/>Cost: 1 MP<br/>Range: Touch<br/>--A small light appears on either the caster, giving them a soft glow, or an object that they are holding.  It is useful in places of darkness, but cannot pierce magical darkness.<br/><br/>Mage Hand: (Battle Mage/Ecstasy Mage/Cleric/Inquisitor)<br/>Damage: None.  A ghostly hand appears that can move small objects no heavier than 5 pounds.<br/>Time: 1 round<br/>Duration:  Until the caster wishes it to stop, or is too distracted to concentrate anymore.  The mage need not focus too hard on what there doing but they must be aware of what the object should be doing.<br/>Cost: 2 MP<br/>Range: 12 squares<br/>-- This spell allows the caster to move small objects no heavier then 5 pounds as they like, though they can not move them at a speed faster then a brisk walk.<br/><br/>Mend: (Battle Mage/Cleric/Ecstasy Mage/Inquisitor)<br/>Damage: None.  One set of clothes will be repaired.<br/>Time: 1 round<br/>Duration: Instantenous<br/>Cost: 1 MP<br/>Range: Touch<br/>--A pair of clothes is mended and looks like brand new after the spell is done.  Useful for repairing unsightly rips and tears one gets when traveling.<br/><br/>Sparks: (Battle Mage/Cleric/Ecstasy Mage/Inquisitor)<br/>Damage: None.  Sparks will light from the mage's fingertips.<br/>Time: 1 round<br/>Duration: Instantenous<br/>Cost: 1 MP<br/>Range: Touch<br/>--Useful for igniting highly flammable things.  A pyromancer's first choice.<br/><br/>Level Two:<br/><br/>Alpha's Hunting Hound: (Battle Mage/Ecstasy Mage/Cleric/Inquisitor)<br/>Damage: None.  Conjure a wolf-dog into existence.<br/>Duration: 4 hours<br/>Time: 2 rounds<br/>Cost: 2 MP<br/>Range: None<br/>--This spell brings into a wolf-dog into existence.  The wolf-dog can track, but first must be given some article that the hunted possessed.  Also, the wolf-dog can hunt well enough to provide food for the caster and one other person.  No more than one hound may be summoned.<br/><br/>Darkness: (Battle Mage/Ecstasy Mage/Cleric/Inquisitor)<br/>Damage: None.  A 20-foot globe of area is enveloped in darkness.<br/>Duration: 1 minute<br/>Cost: 3 MP<br/>Range: 6 squares<br/>--This spell is a magical darkness so normal vision cannot see through it.  The target may receive a magical defense roll if the darkness spell is cast on them otherwise they do not receive such a roll.  Darkness is used to counter the daylight spell.<br/><br/>Daylight: (Battle Mage/Ecstasy Mage/Cleric)<br/>Damage: None.  A 20-foot globe of area is now illuminated brightly.<br/>Duration: 1 minute<br/>Cost: 3 MP<br/>Range: 6 squares<br/>--A bright daylight shines on the area the caster specifies.  Creatures sensitive to light will take a -2 penalty to all attack, defense, and magical attack rolls.  Other creatures will take a -1 penalty for 1 round if this spell is cast during night. Daylight counters and dispels the darkness spell.<br/><br/>Entangle: (Battle Mage/Ecstasy Mage/Cleric/Inquisitor)<br/>Damage:  None.  The target must make a magic defense roll or be bound.<br/>Duration: 3 rounds<br/>Time: 1 round<br/>Cost: 2 MP<br/>Range: 8 squares<br/>--This spell causes vines to grow out of the ground and bind their target.<br/><br/>Magic Barrier: (Battle Mage/Ecstasy Mage/Cleric/Inquisitor)<br/>Damage: None.  The mage gains a +2 bonus on all their defensive rolls.<br/>Time: 2 rounds<br/>Duration: 3 rounds<br/>Cost: 2 MP<br/>Range: Self<br/>--This spell creates a skin-tight barrier around the mage.<br/><br/>Sleep: (Battle Mage/Ecstasy Mage/Cleric/Inquisitor)<br/>Damage: None.  The target falls asleep if they fail their save.  During this time they cannot move, attack or defend themselves from physical attacks.  Magic saves are the same.<br/>Time: 1 round<br/>Duration: 6 rounds or until the target is hit.<br/>Cost: 4 MP<br/>Range: 6 squares<br/>--This spell causes the target to fall asleep if they fail their magic save.<br/>