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          SSOOLLAARR  
          
  WWWW
  WWWWEEEEEEEEBBBBBBBB        PPPPPPPPAAAAAAAAGGGGGGGGEEEEEEEE        
  PPPPPPPPDDDDDDDDFFFFFFFF 
  
      
   
  "SOLAR" is the trademark of SSSSouthern O
  O
  O
  Organization for LLLLive A
  AA
  Action RRRRe-
  enactments, Incorporated 
  The SOLAR Text Version 2.0  ©2006 by SOLAR, Inc. 
   
  No part of this book may be reprinted or otherwise re-transmitted in any form 
  without the expressed, written consent of SOLAR, Inc. 
   
   
  Version 2.0 Rules by: 
   
  Scott Neeley 
  Chad Tenpenny 
  Pontus Leander 
  Daniel Cook 
  Tom Bates 
  Will Knight 
   
  Edited by: 
  Scott Neeley 
  Daniel Cook 
   
  Special thanks to all those who have contributed to this organization, those who 
  have been with us through the best and worst of times, and those that could no 
  longer be with us to share our little dream.   
  You won’t be forgotten. 
   
  -the Staff 
   
   
   
   
  PLEASE NOTE: An updated version of the rules will be uploaded soon 
  and be available for you to download as a PDF file. I was asked by 
  many players to post the current rules version for them to view. So 
  here it is. Please keep in mind that quite a few rules have been changed 
  this past year so you may find some rules conflict with the way we are 
  currently playing. Sorry for the confusion, it will be updated soon. I 
  figured something was better than nothing. 
   
  Scott 
   
   
   
  
   
   
   
   
   
   
  The SSOOLLAARR 
  Adventurer's Guide 
   
  WELCOME TO SOLAR
  SOLAR
  SOLAR
  SOLAR ...................................................................................................................1 
  LIVE ACTION FANTASY GAMING .......................................................................................... 2 
  What is SOLAR
  SOLAR
  SOLAR
  SOLAR? Who is SOLAR
  SOLAR
  SOLAR
  SOLAR? ..................................................................................... 2 
  EXPENSES FOR PLAYERS ....................................................................................................... 3 
  Event Participation ........................................................................................................... 3 
  Food .................................................................................................................................. 3 
  Game Supplies .................................................................................................................. 3 
  GETTING TO WEEKEND EVENTS............................................................................................. 4 
  Site Locations.................................................................................................................... 4 
  Packing for a  SOLAR
  SOLAR
  SOLAR
  SOLAR  Event ............................................................................................ 4 
  AT THE EVENT....................................................................................................................... 7 
  First Timers....................................................................................................................... 7 
  Navigating Logistics and Checking In.............................................................................. 8 
  Typical Weekend Schedule................................................................................................ 9 
  Out of Game/Play ............................................................................................................. 9 
  RULES OF CONDUCT............................................................................................................ 11 
  The SOLAR
  SOLAR
  SOLAR
  SOLAR Code of Conduct.......................................................................................... 11 
  Safety Rules..................................................................................................................... 11 
  Player Responsibilities.................................................................................................... 12 
  THE FANTASY WORLD OF SOLAR
  SOLAR
  SOLAR
  SOLAR ..........................................................................................14 
  CLANTHIA............................................................................................................................ 15 
  The History of Clanthia .................................................................................................. 15 
  The Baronies ................................................................................................................... 16 
  The People....................................................................................................................... 16 
  The Local Customs.......................................................................................................... 17 
  The Guilds....................................................................................................................... 18 
  SHADOWMOOR .................................................................................................................... 19 
  The Oasis......................................................................................................................... 19 
  The History of The Oasis ................................................................................................ 19 
  
      
  The Towns ....................................................................................................................... 20 
  The People....................................................................................................................... 20 
  The Local Customs.......................................................................................................... 20 
  The Guilds....................................................................................................................... 21 
  THE GAME SYSTEM OF SOLAR
  SOLAR
  SOLAR
  SOLAR................................................................................................22 
  HEALTH AND LIFE ............................................................................................................... 23 
  Life Force........................................................................................................................ 23 
  Hit Points ........................................................................................................................ 23 
  Health Status................................................................................................................... 24 
  About Death and Resurrection........................................................................................ 25 
  COMBAT .............................................................................................................................. 27 
  Combat Safety Rules ....................................................................................................... 27 
  Rules of Offense .............................................................................................................. 28 
  Combat Rules Violations................................................................................................. 29 
  BATTLE MAGIC (FROM CASTER'S DAILY MEMORY) .............................................................. 31 
  Casting Magic................................................................................................................. 31 
  Daily Spell Memorization ............................................................................................... 32 
  Schools of Magic............................................................................................................. 32 
  Spell Attributes................................................................................................................ 40 
  Celestial Spell Descriptions............................................................................................ 41 
  Earth Spell Descriptions................................................................................................. 56 
  Wearing Active Spells ..................................................................................................... 80 
  FORMAL MAGIC .................................................................................................................. 81 
  Using Formal Magic....................................................................................................... 81 
  The Outcome of a Formal Ritual .................................................................................... 82 
  Formal FAQs .................................................................................................................. 84 
  MAGICAL PRODUCTION....................................................................................................... 86 
  Potions ............................................................................................................................ 86 
  Scrolls.............................................................................................................................. 86 
  Casting Magic From Items ............................................................................................. 86 
  POISON PRODUCTION .......................................................................................................... 88 
  Creating & Using Poisons.............................................................................................. 88 
  Poison Descriptions........................................................................................................ 89 
  ALCHEMY PRODUCTION...................................................................................................... 92 
  Creating & Using Alchemical Solutions......................................................................... 92 
  Alchemical Solution Descriptions................................................................................... 92 
  TRAP PRODUCTION.............................................................................................................. 95 
  Creating & Using Traps ................................................................................................. 95 
  Trap Descriptions ........................................................................................................... 96 
  MONSTERS........................................................................................................................... 98 
  Special Attacks By Monsters........................................................................................... 98 
  Monster Ability Descriptions........................................................................................ 100 
  STEALING AND SEARCHING............................................................................................... 103 
  ENFORCING GAME RULES ................................................................................................. 105 
  Marshals........................................................................................................................ 105 
  Rules for Marshals........................................................................................................ 105 
  Types of Marshals......................................................................................................... 105 
  Cheating........................................................................................................................ 106 
  Disciplinary Actions...................................................................................................... 107 
  CHARACTER CREATION AT SOLAR
  SOLAR
  SOLAR
  SOLAR.....................................................................................108 
  CLASSES ............................................................................................................................ 109 
  Fighters......................................................................................................................... 109 
  Scholars......................................................................................................................... 110 
  Templar......................................................................................................................... 110 
  Rogues........................................................................................................................... 110 
  
  Class Hit Point Maximums ........................................................................................... 111 
  RACES................................................................................................................................ 112 
  The Humans of Tyrra.................................................................................................... 112 
  The Dwarven Races ...................................................................................................... 113 
  The “Little” People....................................................................................................... 114 
  The Elven Race ............................................................................................................. 115 
  The Fey Races............................................................................................................... 118 
  The Goblinoid Races..................................................................................................... 121 
  The Bestial Races.......................................................................................................... 122 
  The Otherworldly Races ............................................................................................... 123 
  Race Make-up and Costume Requirements .................................................................. 124 
  SKILLS ............................................................................................................................... 126 
  Skill Costs...................................................................................................................... 126 
  Weapon, Combat, & Stealth Skills................................................................................ 129 
  Knowledge and Trade Skills ......................................................................................... 135 
  Magic Skills................................................................................................................... 137 
  Production Skills........................................................................................................... 140 
  Abilities ......................................................................................................................... 140 
  CHARACTER DEVELOPMENT AT SOLAR
  SOLAR
  SOLAR
  SOLAR...........................................................................144 
  GAINING NEW SKILLS ....................................................................................................... 145 
  Experience Points ......................................................................................................... 145 
  Goblin Points ................................................................................................................ 145 
  Build Points................................................................................................................... 145 
  Build Blanket................................................................................................................. 146 
  CHARACTER HISTORY ....................................................................................................... 147 
  EQUIPPING YOUR CHARACTER.......................................................................................... 148 
  Wearing Armor ............................................................................................................. 148 
  Making Your Own Weapons ......................................................................................... 149 
  Making Your Own Shield.............................................................................................. 152 
  GETTING INVOLVED .......................................................................................................... 154 
   
  
   
  W
  Weellccoom
  mee  ttoo  
  SSOOLLAARR  
   
  • Here at SOLAR
  SOLAR
  SOLAR
  SOLAR you role-play as the character you have always imagined, 
  with another 150 players who enjoy gaming as much as you do. You have 
  the chance to become your character from Friday evening around 9pm till 
  Sunday afternoon at 4pm. As you will find, there will be ample time to 
  explore and expand your character’s personality while living in the SOLAR
  SOLAR
  SOLAR
  SOLAR 
  fantasy world.  
  • We encourage players to stay “in character” the entire event, however 
  there are times you will be out-of-play - spell reset for example. In play 
  means you are acting as your character and should behave as your 
  character would, such as eating in the tavern to learning spells from a 
  Guildmaster.  Out-of-play is when you are not interacting with the game as 
  your character and instead setting up for play, talking with marshals, etc. 
  It is vital that when out-of-play, you be silent and respectful of the game 
  environment, making yourself as inconspicuous as possible. Do what it 
  takes to get back in-play as soon as possible and join the fun that is Live 
  Action Fantasy Gaming. 
  After creating your character and unpacking your belongings, return to the 
  tavern for opening ceremonies at 9pm Friday night. Immediately after opening 
  ceremonies is a mandatory
  mandatory
  mandatory
  mandatory safety course that you must attend. This is where you 
  receive your character’s starting money. I remember how eager I was making my 
  first character so long ago, so I will leave you now so that you can go on reading 
  the rules to begin your own adventure. If you have any questions not answered 
  by this book – please do not hesitate to ask me for help.  
   
  Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR.  
     
    
  -Scott Neeley, proud owner of this wonderful game. 
   
  
   
  2222    ---- Welcome to 
   Welcome to 
   Welcome to 
   Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR 
  LIVE ACTION FANTASY GAMING 
   
  WHAT IS SOLAR
  SOLAR
  SOLAR
  SOLAR? WHO IS SOLAR
  SOLAR
  SOLAR
  SOLAR? 
   
  These are questions that you have probably asked at some point, or will be asked of by others. 
   
  SOLAR
  SOLAR
  SOLAR
  SOLAR  is a live fantasy based action game…
    is a live fantasy based action game…
    is a live fantasy based action game…
    is a live fantasy based action game…    
  …much like medieval reenactments, in which members meet and, under supervision of staff 
  members and storytellers, act out roles of characters. SOLAR
  SOLAR
  SOLAR
  SOLAR fosters teamwork, critical 
  thinking, and problem solving skills in addition to physical exercise. We are just as much a 
  sport as a community, encouraging and environment of honesty, courtesy, and intelligence 
  from all our members. 
   
  SOLAR
  SOLAR
  SOLAR
  SOLAR  is also a club… 
    is also a club… 
    is also a club… 
    is also a club…     
  Players and staff do their part to monitor themselves and one another to ensure the safety and 
  integrity of everyone involved. We volunteer at State Parks, we respect our natural resources, 
  and we look out for one another's safety and well being. To be an active member of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  means to respect and enforce the rules, keep our campsites clean and reusable, all the while 
  looking out for the welfare and safety of others. Inside this rulebook you will find everything 
  necessary to be an informed member of the game, from characters to campsite advice.  If you 
  ever have questions about this organization, find our web site at www.solarinc.com and ask. 
   
   
  
  Welcome to 
  Welcome to 
  Welcome to 
  Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    3333 
  EXPENSES FOR PLAYERS 
   
  EVENT PARTICIPATION 
  Registration Fees as of 
  Registration Fees as of 
  Registration Fees as of 
  Registration Fees as of 200
  200
  200
  2006666        
   
  Playing and sleeping in camp bed 
   
  $45.00 
   
  Playing without a camp bed 
   
   
  $40.00 
   
  Full-time Monster with camp bed 
   
  $20.00 
   
  Full-time Monster without camp bed             FREE 
   
  For a four-day event, please add  
   
  $ 5.00  
  Cabin Assignments
  Cabin Assignments
  Cabin Assignments
  Cabin Assignments    
  At most SOLAR
  SOLAR
  SOLAR
  SOLAR sites, each cabin typically sleeps four to five people at one time. Cabins are 
  assigned on a first pay, first serve basis. (At some sites such as those used in winter, cabins 
  assignments are very different.)  
  If a group of people wishes to stay together, they should send all their money in one envelope 
  stating that they wish to share a cabin and their cabin preference, if any. 
  If a player is a member of one of the guilds, he may want to check with the guild 
  master/mistress to see if there is any room in the guild for him to sleep. 
  Pre
  Pre
  Pre
  Pre----registration
  registration
  registration
  registration    
  You may pre-register by the following method. 1) Pay at the event prior to the one you wish 
  to pre-register for.  
   
  FOOD 
  We do have a full service tavern to serve food and drink almost 24 hours a day. The 
  cost varies but is usually around 4-6 dollars a meal.  
   
  GAME SUPPLIES 
  Things you may want to purchase once you get to an event: 
   
  Your own Rulebook $20 
   
  Make-up $10-$30 (Human characters don’t require makeup) 
   
  Skill Rings, White headbands, Ward Keys $2-$5 
   
  Costuming $20 and up! 
  ` 
  SOLAR
  SOLAR
  SOLAR
  SOLAR safe weapons $10-$30 
   
  Spell Book, Focus and Miscellaneous gaming needs $15-$25 
   
   
   
  
   
  4444    ---- Welcome to 
   Welcome to 
   Welcome to 
   Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR 
  GETTING TO WEEKEND EVENTS 
   
  SITE LOCATIONS 
  Hard Labor Creek State Park
  Hard Labor Creek State Park
  Hard Labor Creek State Park
  Hard Labor Creek State Park    
  SOLAR’s
  SOLAR’s
  SOLAR’s
  SOLAR’s primary site is Hard Labor Creek State Park, Camp Rutledge. It is located just 
  outside Rutledge, Georgia. We usually have events there at least once a month during the 
  months April thru November. The Campaign that uses Hard Labor Creek the majority of the 
  time is the Clanthian Campaign, which has been running monthly sessions there since 1991. 
  Indian Springs State Park
  Indian Springs State Park
  Indian Springs State Park
  Indian Springs State Park    
  SOLAR’s
  SOLAR’s
  SOLAR’s
  SOLAR’s winter site is Indian Springs State Park. It is located just outside Jackson, Georgia. 
  Clanthian events are located at this site from November thru March due to the heated cabins 
  offered at this location. 
  Kings Mountain State Park
  Kings Mountain State Park
  Kings Mountain State Park
  Kings Mountain State Park    
  SOLAR 
  SOLAR 
  SOLAR 
  SOLAR also uses a site located near Kings Mountain, South Carolina. It is called Kings 
  Mountain State Park, Camp York (or Camp Cherokee). We use this site exclusively for our 
  Shadowmoor Campaign, and have events there monthly from April thru November. 
  Mississippi Parks
  Mississippi Parks
  Mississippi Parks
  Mississippi Parks    
  SOLAR
  SOLAR
  SOLAR
  SOLAR also has a chapter called Cerroneth in Mississippi, which is operated by local people 
  from that State. While not staffed by SOLAR
  SOLAR
  SOLAR
  SOLAR volunteers, they still offer full character transfers 
  from any of our chapters, and SOLAR offers transfers from that chapter to any of our 
  campaigns. I encourage anyone in that area to give this growing chapter a try. They use many 
  sites located through out the State, so be sure to check our web page for site location changes: 
  www.solarinc.org    
   
  PACKING FOR A  SOLAR
  SOLAR
  SOLAR
  SOLAR  EVENT 
  What to Bring
  What to Bring
  What to Bring
  What to Bring    
  For your first few events, only bring the bare necessities. After a few events, you may come 
  up with interesting ideas for your character’s costuming, cabin decorations, or other supplies 
  that would make the game better. To start, the following is a time-tested checklist to consider: 
   
  Out-of-Game Clothes (Type depends on the season) 
  Sleeping Bag/Bedding/Pillow(s) 
  Lantern/Flashlight 
  Toiletries (We have bathrooms, but bring your own toilet paper - just in case) 
  Eating Utensils 
  Food/Snacks/WATER
  WATER
  WATER
  WATER 
  Pencil/Pen and Paper 
  Mirror 
  Garbage Bags (Not only to keep the cabin clean but to keep things dry) 
  Emergency Items 
   
  Small First Aid Kit 
   
  Medicine 
  
  Welcome to 
  Welcome to 
  Welcome to 
  Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    5555 
   
  Matches/Lighter 
   
  Extra Batteries 
   
  Hygiene products 
  Game Items (All in-game items must be in-play at every event) 
   
  In-game Money 
   
  Spell Book 
   
  Rune Book 
   
  Poison Book 
   
  Magic Items 
   
  Formal Magic Components 
   
  White Head Band 
  Tools and Supplies (To repair phys reps and decorate cabins) 
   
  Cloth for Spell Packets 
   
  Bird Seed 
   
  Duct Tape 
   
  Electrical Tape 
   
  Pipe Foam 
   
  Scissors 
   
  Hammer/Nails/Thumbtacks 
  Costuming 
   
  Armor 
    
  Jewelry 
   
  Weapon(s) 
   
  Belt 
   
  Pouch(s) 
   
  Cloak 
   
  Makeup (including ears) 
   
  Spirit Gum 
  Cabin Decorations 
   
  Rugs 
   
  Tapestries 
   
  Curtains 
   
  An old game veteran trick is to keep most of your SOLAR
  SOLAR
  SOLAR
  SOLAR stuff in a duffle bag or trunk 
  between events. This decreases both packing time and chance of forgetting something you 
  need! 
  What Food to Bring
  What Food to Bring
  What Food to Bring
  What Food to Bring    
  Although there is a tavern that serves meals and other places that serve drinks and snacks, it is 
  the responsibility of each player to bring enough food for himself for the event or enough real 
  money to purchase food at the tavern. 
  It is a good idea to have some pre-packaged food for those eat-and-run times as well as some 
  food that requires some preparation for true sustenance. Spell-reset is a great time for a 
  cookout. 
  Bring your own dishes from home, if you can, especially if you have something particularly 
  "period" like large, metal platters and wooden tankards. There are plenty of facilities for 
  cleaning them afterwards. Also, make certain any trash you have left over ends up in the 
  dumpster and not left in your cabin nor the bathhouse trash containers. Your group can have 
  its own feast if you like, talk to staff on how to organize one. 
  Food suggestions: precooked cold chicken, bread, cheese, beef jerky, apples, crackers, beanie 
  weenies, MRE's - stuff you can eat. And always bring bottled water to drink! 
  
   
  6666    ---- Welcome to 
   Welcome to 
   Welcome to 
   Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR 
  What NOT to Bring to any 
  What NOT to Bring to any 
  What NOT to Bring to any 
  What NOT to Bring to any SOLAR
  SOLAR
  SOLAR
  SOLAR event
   event
   event
   event    
  Due to restrictions at the State Parks, as well as rules of the organization, there are several 
  items you should not bring to the weekend: 
  Tents - they are not allowed in the group campgrounds 
  Firearms - even if you have a permit to carry 
  Alcohol - even if you are old enough to drink 
  Fireworks and other explosives 
  Stereos - if you intend to play anything other than period music. No loud, modern 
  soundtracks 
  Electrical heaters or air conditioner units 
  A bad attitude - come enjoy your weekend with us and leave your real-life stresses at the 
  door! 
  
  Welcome to 
  Welcome to 
  Welcome to 
  Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    7777 
  AT THE EVENT 
  FIRST TIMERS 
  If you have never been to a SOLAR
  SOLAR
  SOLAR
  SOLAR event, try to make it onto site before 9:00pm on Friday 
  night. This way, you will have ample time to get registered and settled in before the game 
  begins. Below is a list of procedures to best get started. 
  First, find the tavern!
  First, find the tavern!
  First, find the tavern!
  First, find the tavern!    
  The tavern is the largest building on site, somewhere in the middle of the camp. There are 
  always lights on there and it should be the most crowded with people. Once inside, there will 
  be a table somewhere near the door where you check in. (Look for the cash register) At the 
  check-in counter is where you pay, receive your cabin assignment, paid chit, and get answers 
  for any initial questions or concerns you (if over 18) or your legal guardian may have. 
  Next, find logistics!
  Next, find logistics!
  Next, find logistics!
  Next, find logistics!    
  At the back of the tavern is logistics, which is where you go once you have checked in. This is 
  where you make your character and collect all necessary skill tags and other information 
  necessary for you to play the game. It is necessary you bring a legal ID, for you or your legal 
  guardian will need to sign a legal release form - while we do everything possible to maintain 
  one another's safety, we're still outdoors! If you are new, there will always be someone waiting 
  for you to help design your character and get you started.   
  Then go unpack!
  Then go unpack!
  Then go unpack!
  Then go unpack!    
  Double check to make sure you have your paid chit, which will have you cabin or bed number 
  written on it. Feel free to drive directly to your cabin if it is before midnight on Friday. After 
  this, there will be too many players walking around as their characters, and we ask you do not 
  drive beyond the parking area. Once you have found your cabin, find your bed and get 
  unpacked. This is a great time to meet your cabin mates and others in the area, as well as 
  locating the nearest bathroom and showering facility. 
  Don’t Miss Opening Ceremonies!
  Don’t Miss Opening Ceremonies!
  Don’t Miss Opening Ceremonies!
  Don’t Miss Opening Ceremonies!    
  Park your car in the parking area. Never
  Never
  Never
  Never, ever leave a car in front of a cabin during game 
  hours – this can cost you build! Once parked, be back in the tavern by 9:00pm Friday night 
  for introductions from the staff, game news, and important announcements. Immediately 
  following opening ceremonies is the New Player meeting where rules are discussed, a 
  mandatory safety course is administered, and any new questions may be answered. This is a 
  good time to get your armor evaluated and your weapons checked for safety.  
  Now go have fun!
  Now go have fun!
  Now go have fun!
  Now go have fun!    
  The event begins immediately following opening ceremonies. It runs all weekend long until 
  Sunday at 4:00pm, at which time we go "out-of-play" and begin cleaning the site. Remember 
  you are staying on a State Park, a limited resource that we must protect - so always make sure 
  you leave your sleeping area a little cleaner than how you found it. Clean your cabin and 
  surrounding area, pack your belongings, and turn in your paid/work chit and life tag at the EP 
  box located at the tavern. Remember to have all this done by no later than 6:00pm on 
  Sunday night, this ensures the SOLAR
  SOLAR
  SOLAR
  SOLAR staff will have enough time to finish cleaning the site. 
  In case anyone needs to get in touch with you!
  In case anyone needs to get in touch with you!
  In case anyone needs to get in touch with you!
  In case anyone needs to get in touch with you!    
  There is usually a pay phone in the tavern for anyone's use, and its number is readily available. 
  Messages can be taken for players, however sometimes it is difficult to find individuals amidst 
  an active event. If you would like to keep in touch with home, or you have a legal guardian 
  that wishes you to get in touch, the phone is available all weekend.   
  
   
  8888    ---- Welcome to 
   Welcome to 
   Welcome to 
   Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR 
  NAVIGATING LOGISTICS AND CHECKING IN 
  About Daily Logistics
  About Daily Logistics
  About Daily Logistics
  About Daily Logistics    
  The function of daily logistics is for the distribution, maintenance, and replacement of 
  materials required for the game to perform.  Beginning around 6:00 p.m. on Friday night and 
  lasting until after midnight, this section of daily logistics is typically known as “Check-in” and 
  occurs at the tavern.  Many items of business are accomplished during these hours, most 
  notably however are paying for an event, checking in and updating your character, receiving 
  your daily spell/skill tags, and listening to opening ceremonies, where a great deal of important 
  in and out-of-play information can be gathered. 
  Check
  Check
  Check
  Check----In
  In
  In
  In    
  So you’ve found logistics, paid for your weekend and parking pass, and now need to check-in.  
  If this is your first time, our logistical staff will guide you through the check-in process – get in 
  the appropriate line with the sign noting “New Characters”.  If you have played recently, you 
  should have turned in an envelope containing your life tag, paid chit, and a slip of paper 
  noting what you would like to purchase with the build acquired at the event – if this is so, 
  then you should have an envelope waiting for you containing your Life Ticket, Body Tags, and 
  Daily Spell/Skill Cards when you pay for your weekend.  Should you not have an envelope 
  waiting for you, get in the appropriate line(divided into the two halves of the alphabet by your 
  last name) and our logistical staff will find your character in manually update you so that you 
  can walk away from the check-in table with the aforementioned items.  Note that Friday tags 
  and cards are off-white while Saturday tags/cards are green.   
  Daily Tags/Cards
  Daily Tags/Cards
  Daily Tags/Cards
  Daily Tags/Cards    
  Having already received your daily spell/skill cards, you must now fill them out with the 
  appropriate amount of spells/skills that your character possesses.  Some skills and spells require 
  individual tags that will be asked for in the course of the game, these include(but are not 
  limited to)all healing/chaos/necromancy spells, Life spells, Death spells, Imbue Death spells, 
  and all “stacking” of any kind.  These spells/skills/abilities will be noted with “Tag Required” 
  on your card(s).  In order to receive these tags, you must present the spell/skill cards that you 
  received at Check-In and a valid (stamped and signed) Spell Book card that contains the magic 
  you wish to memorize.  After receiving your daily spell tags/cards, move on to the table 
  containing date stamps and proceed to date stamp
  date stamp
  date stamp
  date stamp each of your daily tags.  Note that this 
  includes all daily skill tags, spell tags, body, life tag, and any daily magic item tags.  As a note, 
  should you possess an Assassinate/Dodge you must
  must
  must
  must choose which you would like to use that 
  day. 
  Saturday “Reset”
  Saturday “Reset”
  Saturday “Reset”
  Saturday “Reset”    
  Saturday of daily logistics, typically referred to as “reset”, occurs between the hours of 5 and 
  7 p.m.  At any point during this time spell casters are required to set aside a minimum of ten 
  minutes in order to study their spells while warriors and rogues must rest for the same period 
  of time to replenish their skills and/or work in their laboratories.  In effect, this is the time 
  when players can get a bite to eat, return to their cabins to rest for a short period of time, and 
  to change out cards and tags to the color used for the rest of in-play, green if it is a typical 
  weekend. 
  Making Potions/Scrolls/Poisons/Alchemy
  Making Potions/Scrolls/Poisons/Alchemy
  Making Potions/Scrolls/Poisons/Alchemy
  Making Potions/Scrolls/Poisons/Alchemy    
  Production skills behave much the same as daily skill/spell tags do during the hours of logistics.  
  An appropriate production request form must be acquired from the request from table and 
  completed with the production you wish to create.  An in-play monetary cost is required for 
  all production, and this along with your blue, signed skill tag (received when skill was 
  purchased), formula book (only if producing alchemy/poisons), and production request form 
  must be presented at the production table during logistics to obtain that which you created for 
  the weekend.  The number of skill points used to create your production can be increased by 
  
  Welcome to 
  Welcome to 
  Welcome to 
  Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    9999 
  labs, which have a set number of users and must be found in game.  If you are planning on 
  creating your production using a lab, be sure to bring the card for it to show the marshal.   
  Late Logistics/Check
  Late Logistics/Check
  Late Logistics/Check
  Late Logistics/Check----inininin    
  Late logistics is for those who arrive to the game after normal logistics hours are over.  Just 
  remember that most logistics members are also players so please give them the common 
  courtesy to wait to ask assistance during a lull in the game or when they have free time.  Late 
  logistics serves all the same functions as normal logistics, but in a much more limited capacity 
  due to lack of manpower during off-hours. 
  TYPICAL WEEKEND SCHEDULE 
  Friday
  Friday
  Friday
  Friday    
  Check In  
   
   
  6:00pm – Midnight 
  Opening Ceremonies  
  11:00pm 
  In-Play  
   
   
  11:00pm 
  Sunday 
  Sunday 
  Sunday 
  Sunday     
  Event ends 
   
   
  4:00pm  Out-of-Play 
  Clean-up 
   
   
  4:00pm – 6:00 pm 
  Off Site 
   
   
  6:00pm 
  OUT OF GAME/PLAY 
  Players may be out-of-game; buildings and items may be out-of-play. This means that the 
  person or thing is not in the game world, and therefore, cannot affect nor be affected by 
  anyone or anything that is in-game/play, nor can an out-of-game player affect anyone or 
  anything that is in-game. 
  A player who is out-of-game must wear a white headband to signify he is out-of-game. 
  Anyone who is not wearing a white headband is in-play. 
  Certain buildings are always out-of-play and anyone in these buildings is out-of-game. A 
  person in an out-of-play building must have a good reason for being in there, it is not 
  permissible for a player to run into an out-of-play building to get away from someone or 
  something. 
  A person may take himself out-of-game at any time provided that doing so will not change the 
  course of action of other characters around him. For instance, if a group of monsters is 
  charging a character, the player of that character may not remove himself from the situation 
  by going out-of-game. 
  Out
  Out
  Out
  Out----Of
  Of
  Of
  Of----Play Buildings
  Play Buildings
  Play Buildings
  Play Buildings    
  Bath Houses - A player is out-of-game while in a bathhouse. 
  Plot Cabins - These are out-of-play and may only be entered by plot members. If anyone else 
  other than a plot member enters a Plot Cabin, his character sheet will be destroyed, and the 
  player may be asked to never play SOLAR
  SOLAR
  SOLAR
  SOLAR again. SO STAY OUT! 
  Tavern - It is in-play although combat with monsters in the tavern may not be permitted at 
  some sites. If a player is being chased by a monster, he may not run into the Tavern and claim 
  that the monster cannot attack. If this occurs, the monster may find a marshal who will have 
  the player either give up his Life Ticket or fight the monster. 
  Armorsmiths - It is out-of-play until midnight on the first night of the event. This is due to 
  each player needing to go to the Armorsmiths to have his armor evaluated and have his 
  
   
  10
  10
  10
  10    ---- Welcome to 
   Welcome to 
   Welcome to 
   Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR 
  weapon inspected for safety. Afterwards, the Armorsmiths window is always in-play, and 
  armor may be purchased through it. 
  Acceptable Reasons to Go Out
  Acceptable Reasons to Go Out
  Acceptable Reasons to Go Out
  Acceptable Reasons to Go Out----Of
  Of
  Of
  Of----Game:
  Game:
  Game:
  Game:    
  Going to the Bathhouse - A player going to the bathroom or to take a shower may take his 
  character out-of-play. No in-game items may be carried. 
  Medical Reasons - A player who has been physically hurt may take his character out-of-game 
  until he recuperates. If it is an emergency, the player should send for a marshal or medic. 
  Eating - Although it is discouraged, it is understood that some people do not want to be 
  disturbed by a Goblin while they are eating. Players are encouraged to eat in-play and handle 
  the consequences. 
  Sleeping with the Enemy – Sometimes bed space is limited and may cause the players of rival 
  characters to share a cabin. Since these characters would not sleep in the same cabin with each 
  other, it is permissible for them to sleep out-of-game. However, an individual’s character must 
  be somewhere at all times of the day and night – if a player is sleeping in a cabin out of play, 
  his character must be physically represented by a body-sized object, items showing that it is 
  the character(i.e. a tabard, a sash, etc.), tags, and all of the in-play belongings on the 
  character.  Other in-play items not on the character must be stored in an in-play location, 
  elsewhere if necessary. 
   
  
  Welcome to 
  Welcome to 
  Welcome to 
  Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    11
  11
  11
  11 
  RULES OF CONDUCT 
  THE SOLAR
  SOLAR
  SOLAR
  SOLAR CODE OF CONDUCT 
  SOLAR
  SOLAR
  SOLAR
  SOLAR will neither permit any activity nor accept any suggestion which promotes the use of 
  any of the following: alcohol, drugs, hazardous or toxic materials, dangerous non-game 
  violence, damage to or theft of non-game items or property including personal physical 
  representations of in-game items, vandalism, pornographic materials, open and gross lewdness, 
  or any actions by an individual or group which demonstrates a wanton lack of respect for the 
  safety or security of the people, property or environment at any SOLAR
  SOLAR
  SOLAR
  SOLAR event. 
  In addition, SOLAR
  SOLAR
  SOLAR
  SOLAR rules prohibit any form of bigotry or discrimination against any individual 
  or group because of their out-of-game affiliations, including but not limited to: race, gender, 
  age, religion, ethnic background, ideology, sexual orientation, physical appearance, handicap, 
  or disability, or any other condition which may be part of a player's background, but not of 
  his character (e.g. it is permissible to hunt someone down for being a necromancer, vampire, 
  elf, etc., but it is not permissible to hunt someone down for being a woman, member of a 
  minority, minor, etc.) 
  SAFETY RULES 
  Medical Problems
  Medical Problems
  Medical Problems
  Medical Problems    
  Anyone taking medication under a physician's supervision or having a chronic medical 
  condition (i.e. allergy, drug sensitivity, etc.) should inform the SOLAR
  SOLAR
  SOLAR
  SOLAR medical staff so that 
  this information will be available in case of an emergency. There is a form included with this 
  book for listing medical information. You are permitted to photocopy this form to turn in to 
  SOLAR
  SOLAR
  SOLAR
  SOLAR. The SOLAR
  SOLAR
  SOLAR
  SOLAR staff includes trained and certified/licensed emergency medical 
  personnel. They operate in full accordance with standard medical practices, and will maintain 
  full confidentiality. All players do reserve the right to refuse treatment, if preferred.  
  No Physical Contact
  No Physical Contact
  No Physical Contact
  No Physical Contact    
  There is a no physical contact rule enforced at all SOLAR
  SOLAR
  SOLAR
  SOLAR events. You are not allowed to touch 
  someone with anything other than a SOLAR
  SOLAR
  SOLAR
  SOLAR approved weapon or spell pack. This means 
  HANDS OFF. Unless the other person agrees to it, no one is allowed to touch anyone, even 
  when using in game skills such as first aid.  
  Alcohol
  Alcohol
  Alcohol
  Alcohol    
  Alcohol is not allowed at any SOLAR
  SOLAR
  SOLAR
  SOLAR event, regardless of a player's age. Anyone caught with 
  alcohol or illegal drugs will be subject to immediate disciplinary action, ejected from the game, 
  and may never return to any SOL
  SOL
  SOL
  SOLAR
  AR
  AR
  AR sponsored activity.  
  Fire
  Fire
  Fire
  Fire    
  Candles and lanterns add to the atmosphere of the game and players are cautiously allowed to 
  use them for light sources at SOLAR
  SOLAR
  SOLAR
  SOLAR events. However, no flame may ever be left unattended 
  for any reason. It must be extinguished before leaving the area. 
  Players are discouraged from using flashlights while adventuring  and electric lights while in the 
  cabins, unless the white bulbs are replaced with red or yellow ones. 
  Headbands and Headgear
  Headbands and Headgear
  Headbands and Headgear
  Headbands and Headgear    
  People frequently make headbands a part of their costume, but a player needs to keep two 
  things in mind:  
  
   
  12
  12
  12
  12    ---- Welcome to 
   Welcome to 
   Welcome to 
   Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR 
  A white headband signifies the player is out-of-game (see below) and is not able to interact in 
  any way with the game world.  
  An orange headband signifies the player has been given a special medical status by game 
  marshals. This player can role-play and interact with others in a role-playing setting, but can in 
  no way engage in combat. Spells he casts in combat are not effective, either. NEVER SWING 
  NEVER SWING 
  NEVER SWING 
  NEVER SWING 
  A WEAPON 
  A WEAPON 
  A WEAPON 
  A WEAPON OR OTHERWISE ENGAGE IN COMBAT WITH A P
  OR OTHERWISE ENGAGE IN COMBAT WITH A P
  OR OTHERWISE ENGAGE IN COMBAT WITH A P
  OR OTHERWISE ENGAGE IN COMBAT WITH A PERSON WEARING AN 
  ERSON WEARING AN 
  ERSON WEARING AN 
  ERSON WEARING AN 
  ORANGE HEADBAND.
  ORANGE HEADBAND.
  ORANGE HEADBAND.
  ORANGE HEADBAND. Not even a waylay. If you have a reason for wearing an orange 
  headband at an event, you must report it to game marshals at Check-in. 
  Because of these two situations, a character's in-game headbands cannot be white or orange. 
  Real Weapons
  Real Weapons
  Real Weapons
  Real Weapons    
  If a player brings a real weapon into the game, he will be asked to put it away. Real weapons 
  may be used for decoration only and may not be carried around by a player. While they add 
  to game atmosphere, they also add a great deal to the danger. Therefore, we encourage their 
  use as a cabin decoration, but not as a personal one. 
  PLAYER RESPONSIBILITIES 
  Fair Play
  Fair Play
  Fair Play
  Fair Play    
  Cheating in SOLAR
  SOLAR
  SOLAR
  SOLAR is not the hardest thing in the world to do, but it takes a lot away from 
  the game.  If you get hit by a spell, take the spell. If you get hit by a weapon, take the 
  damage. Surviving is not as important as playing fair.   
  Which as a matter of fact, some characters are remembered for years for their dramatic deaths 
  following their epic lives. The players have etched their way into the mythology of SOLAR
  SOLAR
  SOLAR
  SOLAR. 
  And here, death is not always the end. The greater players, the ones who truly advance, 
  aren't cheaters. Just follow the rules and you'll be fine. Speaking of survival, known cheaters 
  make a lot of enemies and when the right people find out, are quickly ejected from SOLAR
  SOLAR
  SOLAR
  SOLAR. 
  Please do not hesitate to report cheating offenses to marshals. 
  Smoking 
  Smoking 
  Smoking 
  Smoking     
  Smoking is generally discouraged because it takes away from the atmosphere of the game. If 
  you have to smoke you may do so in permitted areas. You MUST police your butts, never 
  throw them on the ground. Those caught tossing butts or any trash upon the ground will find 
  severe repercussions brought against their characters or the players themselves.  
  Smoking in cabins is allowed provided all cabin mates agree. 
  Cleaning Up
  Cleaning Up
  Cleaning Up
  Cleaning Up    
  Each player is expected to clean his cabin and the surrounding area before leaving site. 
  (SOLAR
  SOLAR
  SOLAR
  SOLAR takes pride in leaving the sites cleaner than when we arrived) All trash must be taken 
  to the dumpster, not left in the cabin or placed in the bathhouse trashcan. If the SOLAR
  SOLAR
  SOLAR
  SOLAR staff 
  must clean a cabin, each player who stayed in the cabin will be fined $5.00. All Experience 
  Points that a player has turned in will be forfeit. If a player leaves a messy cabin and turns in 
  no Experience Points, he will forfeit his Build Blanket as well as one life from his character 
  sheet. In addition, after the second such sanction against a player, the player will no longer be 
  allowed to stay in a cabin at a SOLAR
  SOLAR
  SOLAR
  SOLAR site. 
  Lost and Found
  Lost and Found
  Lost and Found
  Lost and Found    
  SOLAR
  SOLAR
  SOLAR
  SOLAR is not responsible for anything left on site. All items that are unclaimed when the staff 
  leaves the site become the property of SOLAR
  SOLAR
  SOLAR
  SOLAR. 
  Property labeled with the player's name will be returned, but costumes, weapons, and other 
  phys-reps will be given to the Props Committee or will be disposed of; too much stuff gets left 
  behind to carry to and from events. 
  
  Welcome to 
  Welcome to 
  Welcome to 
  Welcome to SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    13
  13
  13
  13 
  Costuming
  Costuming
  Costuming
  Costuming    
  Costuming is very important to the game environment. A good costume can make the 
  difference between a good player and a great one. As you will see, there are some really nice 
  costumes in play and add more to the atmosphere of the game than you can imagine. A good 
  costume does not have to be an expensive one. A pair of plain pants, stretch pants, or tights 
  and a long shirt belted at the waist and worn with leather boots or moccasins works fine and is 
  relatively inexpensive. Avoid outwardly displaying any religious symbols as there is no religion 
  in SOLAR
  SOLAR
  SOLAR
  SOLAR.   
  Your costume will most likely evolve as you continue to play the game. If you don't have a 
  full costume at your first few events, don't worry, very few people start with full costumes. 
  However, you really should try to have something period-looking by your third event. For 
  exceptional efforts at costuming, there is even an armor bonus one can get (See the Armor 
  Rating System). Most veteran players are a good source of information. If you need help with 
  your costume, please ask. 
  Anachronisms
  Anachronisms
  Anachronisms
  Anachronisms    
  Players should make sure costumes display no obvious anachronisms such as, jeans, sports 
  shoes, sunglasses, watches, t-shirts, etc. Players should also leave soda cans, candy wrappers, 
  etc., in their cabins. All anachronisms are discouraged.  
  Eyeglasses are perfectly acceptable and in fact have been around since the 1200's.  However, 
  some anachronisms, such as a medic-alert tag, cannot be avoided. Players are asked to keep 
  the anachronisms to a minimum. 
  Religious Symbols
  Religious Symbols
  Religious Symbols
  Religious Symbols    
  Because there is no religion in SOLAR
  SOLAR
  SOLAR
  SOLAR and because there is such a diversity of religion in the 
  world, players should not bring anything with an overt religious symbol on it, regardless of the 
  religion, out of respect for other players' beliefs. This includes crosses, stars of David, etc.. 
      
  
   
  TThhee  FFaannttaassyy  W
  Woorrlldd  ooff  
  SSOOLLAARR  
  Welcome to the Sutherlands!  I say welcome, but unless you are a special person indeed, you 
  likely have lived here all your life.  Still, many people fail to take much notice of the larger 
  affairs of the countryside, at least until an adventurous spirit overtakes them and they find 
  themselves venturing out into the frontier.  This collection of knowledge, which is by no 
  means comprehensive, is intended to help you ‘find your feet’ in the larger world of the 
  Sutherlands. 
  
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    15
  15
  15
  15 
  CLANTHIA  
  The place is Clanthia.  The year, 606. Hopefully, a more peaceful year than the ones before 
  it.  The Sutherlands are part of a continent larger than any one being has yet explored and 
  lived to tell the tale of.  It is known that there are lands over the seas, because we have met 
  their people.  But trade across the seas is not well established, and cultures sometimes clash.  
  The lands of the Sutherlands themselves have traditionally been divided into five Baronies for 
  local rule, with a County or Ducal seat where citizens of all five baronies can treat as equals.  
  This capital city is now the town of Clanthia, but it wasn’t always so… 
  THE HISTORY OF CLANTHIA 
  Scholarship on the history of the Sutherlands is rare, and knowledge of what preceded them is 
  even more so.  It is generally accepted that the world we are on, Tyrra, was always here.  Old 
  women and fools sometimes say the dragons made the world, but talk like that is usually 
  regarded as fireside prattle.  There are other places that aren’t on Tyrra, called the planes, but 
  that’s a matter for the scholars and mages.  Tyrra should be plenty enough to conquer for 
  little people like you and I.   
  If you caught the oldest man in town, and bought him an ale, he might tell it something like 
  this…   
  The Sutherlands started as wild country, settled by farmers, herdsmen, and bandits.  The 
  sweeping forces of civilization worked their ways, and the land was united in a golden age 
  under a King in a distant place.  His messengers were rare, and he was not often seen, but the 
  roads were safe and the worst of the bandits were hunted into extinction. 
  The Goblin Wars brought an end to the golden age.  Armies of goblinoids encroached on 
  Sutherland territory, destroying the order of the lands and pillaging whatever they could.  Not 
  ALL goblins were evil, but many tribes fought against the civilized folk of the realm.  The 
  goblins were eventually repulsed, but the kingdom was in tatters.  The Sutherlands, formerly a 
  duchy within a larger kingdom, faced life as its own world. 
  People made do as best they could.  The farm country was replowed, the destroyed lands 
  resettled, and Sutherland City was returned to something approaching its former glory.  Once 
  again, trade bustled and cobblestones gleamed in the capital.  For a year or two, it looked like 
  sleepy prosperity would make its full return. 
  Then came the Arcane. 
  Nobody knows from whence they came.  Most agree from over the seas.  They were a 
  conquering people, mages by birthright, and they thought to tame the lands and people of our 
  fair place for their own.  Life under the Arcane would have been cruel, for they respected the 
  laws and ways of magic more than the value of life, and many local folk were killed outright as 
  the invaders claimed territory for their own.  But the Goblin wars had hardened the peoples of 
  the Sutherlands, and while they would certainly have fallen in years before, now there were 
  heroes risen up from the former conflict, and the people rallied behind them.  At great cost, 
  and with the loss of many cities and treasures, the Invasion of the Arcane (later unfortunately 
  renamed The First Invasion of the Arcane) was halted. 
  The might of the Arcane was like a door slamming shut on the times of peace and tranquility 
  the Sutherlands.  After then, the lands have not known a single year that did not find it in 
  war, either from enemies within or without.  First came Carpathia.  Leaping on the chance 
  created by a war-weakened populace, their hordes brought the new fledgling empire to its 
  knees. Then the beastmen, followed by the return of the Arcane, an invasion of elves from the 
  Frostlands, a year long assault of our bodies and minds by the hideous creatures known as the 
  Moloch’kor, and finally – the Ilmorians.   
  Our lives hang by a thinner thread than ever before.  Heroes have been  lost.  Good men 
  dead or  corrupted by forces too terrible to reckon.  Through these years, a new empire was 
  raised, that abruptly fell only to rise again from the ashes of it’s glory to it’.  Every gutter and 
  crypt has yielded forth fell folk and creatures hoping to take hold of the opportunities that 
  always come about among a land in wartime. 
  
   
  16
  16
  16
  16    ---- The Fantasy World of 
   The Fantasy World of 
   The Fantasy World of 
   The Fantasy World of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  I do not mean to make it sound so bleak.  There are good people still in the Sutherlands.  The 
  land is recovering, and some are rising up to make anew a land where it is safe to till a field 
  and raise a family.  We all have a job to do, if the world we knew is not to be lost. 
  THE BARONIES 
  La Rochelle
  La Rochelle
  La Rochelle
  La Rochelle    
  Covering the southern plains, La Rochelle is a grand farmland, the breadbasket of the Empire.  
  La Rochelle has been without a Baron these last few years, ruled directly by the Crown.  
  Clanthia is its capital.  La Rochelle tends to be sparsely populated because of its agricultural 
  industry, making its citizens stubborn and self-reliant.   
  Rossan
  Rossan
  Rossan
  Rossanoe
  oe
  oe
  oe    
  Prairie land in the North, bound by Sahde to the West and the Isles are east of them. 
  Rossanoe is home to great herds of horses, which are their most famous export.  Trestor and 
  Rosille are its major cities. Rossanoe is a natural gateway to the north, and has suffered heavily 
  in wartime. Therefore, its proud people are hardier than most. 
  Sahde
  Sahde
  Sahde
  Sahde    
  Sahde has traditionally been an Elven-controlled Barony in the Northwest of the Sutherlands, 
  just inside the mountains.  Sahde was long a land of peace, and its sealed borders protected it 
  from much of the Goblin Wars.  Sahde has become more involved in human affairs of late.  
  The capital of Sahde is Tustor, but Orsono rivals it in size and in the arts.  The finest archers in 
  the land hail from Sahde. 
  Isles d’Honig
  Isles d’Honig
  Isles d’Honig
  Isles d’Honig    
  Controlling the island chain on the east of the continent, the Isles D’Honig is the trading 
  power of the Eastern Sutherlands, and maintains the only significant naval power.  Eit is the 
  capital of the Isles, and strong liquors might be their greatest export, if they could sober up 
  long enough to willing to trade it away.  The coves and reefs of the Isles are home to pirates as 
  well, and it is said that there is a whole pirate city hidden somewhere.  The Isles citizens, 
  though many are thought of as a little bit shifty, have a love for their lands that runs deep in 
  their hearts.  Banishment is said to be crueler than death to an Islesman.   
  Sudbyr
  Sudbyr
  Sudbyr
  Sudbyr    
  The sun never seems to shine as bright in Sudbyr as in the other lands, and its cities of Botan 
  and Verfel seem a little too dark to encourage a strong tourist trade.  Twisted and broken, 
  many of Sudbyr’s lands are constantly being reclaimed from the surrounding swamp that 
  threatens to swallow them.  Local legends name horrors that live in the swamps, probably to 
  keep children from misbehaving and straying too far from home.  Sudbyr’s traditions seem just 
  a little bit different than the rest of the baronies, and are often misunderstood.   
   
  THE PEOPLE 
  Who makes up the population of all these places?   
   
  Humans
  Humans
  Humans
  Humans    
  The most common of races, humans are highly adaptable and show up just about everywhere.  
  Other races sometimes look down on humans for one reason or another, but it is said that the 
  humans will outlast them all. 
  
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    17
  17
  17
  17 
  Elves
  Elves
  Elves
  Elves    
  Of many kinds, elves are a common sight in the Sutherlands.  Surface elves look pretty much 
  like humans with pointed ears, but don’t let an elf hear you say that…  Dark, mysterious drae 
  are a different type altogether.  More comfortable in the night and shadows, they are often 
  distrusted.  Unfathomable surface elves have stony faces that match their stony emotionless 
  interior lives.  There are also other, more rare elves.   
  Dwarves
  Dwarves
  Dwarves
  Dwarves    
  Stout, bearded, and blunt, the average dwarf takes little nonsense from anyone.  Don’t call 
  them short, or they’ll kick you in the shins.  Dwarves are reputed to make the finest armor 
  and weapons. 
  Hoblings
  Hoblings
  Hoblings
  Hoblings    
  Furry-footed and often playful, hoblings are loved by some and ignored by others.  They are 
  nimble but slight.  Never give money to a smiling hobling.   
  Half
  Half
  Half
  Half----Orcs and Half
  Orcs and Half
  Orcs and Half
  Orcs and Half----Ogres
  Ogres
  Ogres
  Ogres    
  Several goblinoids have managed to find a life among Clanthia’s civilized races.  While Orcs 
  are regarded almost everywhere else as a menace, look twice before you stab an orc on the 
  road.  It might be someone’s friend. 
  There are plenty of local inhabitants even more uncommon, magical, or odd.  They look 
  forward to eating - err, meeting you. 
   
  THE LOCAL CUSTOMS 
  Laws
  Laws
  Laws
  Laws    
  Though the legal system in the Sutherlands can be summary and harsh, a little common sense 
  will keep a traveler from trouble.  The usual crimes are evident, such as theft, assault, treason, 
  and even murder.  For penalties, a fuller list of the laws, or to levy charges against another 
  commoner, consult your local seneschal.  Note that ignorance of the law does not constitute 
  the ability for one to not be restricted by the laws – commoners who break the laws are often 
  punished quickly and severely. 
  Gatherings
  Gatherings
  Gatherings
  Gatherings    
  Clanthia is often traveled by nobles, especially during gatherings, which tend to occur 
  monthly.  The gatherings are a festive time where the nobles come together to settle affairs of 
  state, and the commoners visit for the fun, profit, and adventure that accompany them.  It 
  should be mentioned that the presence of so many travelers in Clanthia brings out riffraff in 
  force, so travel the streets warily.  The town guard does their best, but the orc they missed 
  may be behind the next tree. 
  Nobility
  Nobility
  Nobility
  Nobility    
  Nobility consists of appointed gentry, Serving a Baron or higher official.  All nobles may be 
  addressed as “My Lord” or “My Lady”, and if you don’t know whether someone is a 
  commoner or a noble, tacking a Milord on the end of your question (just in case) is unlikely 
  to offend.  Barons each appoint Seneschals, who can speak with their authority and settle 
  matters for commoners.  Martial challenges should be directed to the Baronial Knight, who 
  would be addressed as Sir or Dame Knight. 
   
  
   
  18
  18
  18
  18    ---- The Fantasy World of 
   The Fantasy World of 
   The Fantasy World of 
   The Fantasy World of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Etiquette
  Etiquette
  Etiquette
  Etiquette    
  Because tensions can run high at Gathering, and most groups are on edge to say the least. 
  Sneaking up behind people unannounced or refusing to identify yourself when challenged is 
  considered very bad form indeed. Those that should be given respect when encountered are 
  those of Noble rank and all Guild Masters. You may find that the respect given will be 
  returned to you in most cases and you can only benefit from acting accordingly. 
   
  THE GUILDS 
  The Baronies are the most visible, but not the only, distinct groups of peoples in the cities.  
  Any city of size will have a Healer’s Guild, and many have additional guilds depending on local 
  needs.  Formed primarily of commoners, the guilds unite people with common interests in 
  trade, magics, or other pursuits. 
  Healers' Guild
  Healers' Guild
  Healers' Guild
  Healers' Guild    
  The Healer’s Guild is the most influential guild in Clanthia.  Offering services of mercy to all, 
  they are led by the desire to see all enjoy peace and bodily wholeness.  It is currently 
  protected and championed by a group called the Golden Lions.  Located behind the tavern on 
  the town square, they are open at all hours, and welcome strangers.   
  Armorsmiths’ Guild 
  Armorsmiths’ Guild 
  Armorsmiths’ Guild 
  Armorsmiths’ Guild     
  The Armorsmiths Guild is a place of business and industry.  Their forges are manned ‘round 
  the clock during Gathering, and they can mend damaged armor and sell weapons to replace 
  lost ones.  Nothing comes free, but trade in armor and weapons remains brisk in these 
  troubled times. 
  Celestial Guil
  Celestial Guil
  Celestial Guil
  Celestial Guild 
  d 
  d 
  d     
  The Celestial Guild is a place for mages to share their arts and learn new ones.  A building 
  totally dominated by magic, it features many strange sights.  New and unpredictable rituals are 
  frequently performed.   
  Druids' Grove
  Druids' Grove
  Druids' Grove
  Druids' Grove    
  The Druid’s Grove is a place for casters who respect the Earth to ply their trade and learn new 
  magics.  Its location is a secret, albeit many know of its dwelling. Protected by ancient ents 
  and heart of the woodlands, the druid’s grove is truly a mysterious place. 
  Rogues' Guild
  Rogues' Guild
  Rogues' Guild
  Rogues' Guild    
  There is no rogue’s or assassin’s guild, or so they say. 
  Necromancers’ Guild
  Necromancers’ Guild
  Necromancers’ Guild
  Necromancers’ Guild    
  Rumors speak of a place best left alone at that is the Necromancer’s Guild. Those that  follow 
  the path of darkness can find teaching in that forsaken place. Caution is advised, for some 
  people who manage to find it never return to the land of the living. 
   
  
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    19
  19
  19
  19 
  SHADOWMOOR  
  The Oasis of Shadowmoor is located in the middle of a barren area known as the wastelands. 
  Legend states that it was created by a powerful nature entity known as the Great Druid with 
  the assistance of many fairies. Whatever its origins, many people feel the Oasis has an 
  “otherworldly” feel to it that sets it apart from all other places on the Plane of Tyrra 
  THE OASIS 
  The Oasis of Shadowmoor is surrounded by a vast barren arid stretch of land known as the 
  wastelands. The Fendari have 3 cities within the wastelands, which are protected by great 
  magics. There are two human/elven settlements and several goblinoid villages live in the 
  wastelands near the borders of the Oasis. Rumor tells of a tribe of nomads that eke out a living 
  in the wastelands. The majority of the wastelands, however; are uninhabitable. Nothing 
  survives the harsh climate except the twisted unnatural creatures that feed off of each other 
  and any traveler unlucky enough to become lost within their territory. 
  Within the boundaries of the Oasis, life is far different. Miles of verdant forest support one of 
  the most diverse ecologies on Tyrra. The many lakes and rivers within the Oasis host abundant 
  varieties of aquatic life. There are many fertile stretches of open land, many of which are used 
  for farming. 
  THE HISTORY OF THE OASIS 
  The fairies living in Shadowmoor claim that the oasis was created by a powerful being known 
  as the Great Druid. It is believed that the oasis was built in the center of an area destroyed by 
  the Elemental Wars centuries ago.  
  The first “discovery” of The Oasis of Shadowmoor by civilized beings, was in 575. A group of 
  colonists from Orbonne lost their way in the wastelands and stumbled upon this verdant land. 
  Ignoring the current population of Fairies and Wild Elves, the human settlers claimed the land 
  for Orbonne. This indigenous population ignored this claim, as they cared little about foreign 
  politics. Since journey to the Oasis was riddled with danger, no assistance or authority came 
  from Orbonne and the settlers had to make their own way. 
  In 599 portals were opened between The Oasis and several populated areas in Orbonne and 
  Clanthia. At this time, many people were enchanted by the idea of living in such an untamed 
  land, and quickly moved to The Oasis. The marriage of Princess Zephany to King Devron put 
  the presumptive control of The Oasis in the hands of the Sutherlands. As usual, the 
  inhabitants of the Oasis virtually ignored the political claims on their lands.  Those who 
  claimed political ownership of the Oasis were too far away to enforce their rule.  
  Of more importance to the Local Population would be attacks on the Oasis itself. Since 
  “civilized” people have settled Shadowmoor, the land has come under attack by those seeking 
  its resources and treasures. The Oasis has been besieged several times by beastmen (chaos 
  tainted aberrations from the wastelands) and has been briefly held by Trolls. These attacks 
  paled in comparison to the Carpathian attack of 601.  
  Carpathians claimed the lands of the Sutherlands, and in order to show the People of the Oasis 
  how foolhardy their defiance of Carpathian rule was, they sent an army of 2,000 strong to 
  take control of the Oasis in the fall of 601. Several hundred townspeople and the Fairy 
  Resistance League stood against the might of the Carpathian Empire. Remarkably, the 
  combined peoples of Shadowmoor won against all odds, forever declaring it a sanctuary 
  against political dominion.  
  Thru great sacrifice, the lands have been restored, and the people of the Oasis are once again 
  rebuilding what they had.  
  
   
  20
  20
  20
  20    ---- The Fantasy World of 
   The Fantasy World of 
   The Fantasy World of 
   The Fantasy World of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  THE TOWNS 
  Shadowmoor
  Shadowmoor
  Shadowmoor
  Shadowmoor    
  Shadowmoor is the largest town, and primary location of all guildhalls within the oasis and is 
  host to most gathers throughout the year. It is the main destination of visitors.  
  Solace
  Solace
  Solace
  Solace    
  Solace is a small agrarian town. Solace is also home to the Order of the Crescent Star. It has 
  been whispered that Solace is also home to a strange breed of revolutionaries. 
  Aragon
  Aragon
  Aragon
  Aragon    
  Aragon appears to be a ghost town. Most natives of Shadowmoor will not speak of this city, 
  except to whisper of fairy curses. While the city appears to have been inhabited in the last 
  several years, no one can locate anyone who claims this city as home. 
  THE PEOPLE 
  The Oasis of Shadowmoor has a diverse population. Fairies, Sylvan Fae, and Wild Elves have 
  inhabited the land for a very long  time, but generally stay in remote woodland areas. 
  Interestingly, the tribes of Wild Elves that have been prominent for decades seemed to have 
  disappeared in recent years as more foreigners arrived. Most other races are represented 
  throughout in the towns.  
  Most people within the bounds of the Oasis are from other lands, and settled here to get away 
  from something in the past. They tend to be fiercely independent, and will yield their chosen 
  land to no one. The lands of the Oasis are untamed and dangerous, so those who live there 
  tend to develop strength and fortitude to back their independent natures.  
  Those within the Oasis will welcome any one wishing to live there, as long as they give that 
  same respect to their fellow neighbors and leave behind all their previous politics and war. 
  THE LOCAL CUSTOMS 
  Economy 
  Economy 
  Economy 
  Economy     
  The economy of The Oasis is primarily agrarian. Hunting is the second largest occupation. 
  While The Oasis has abundant mineral wealth, the rigid druidic rule of the oasis discourages 
  large-scale mining and smelting operations. There have been several attempts to start a timber 
  industry in these lands, but for some reason those who begin such operations shortly lose 
  contact with their backers and are not heard of again. 
  There is an adequate tourism industry, mostly catering to traveler’s from the Sutherlands, who 
  Portal into the Oasis for vacation.  
  Government
  Government
  Government
  Government    
  While many Principalities have claimed dominion over The Oasis of Shadowmoor, none has 
  ever been able to truly enforce their claims. Within the lands of The Oasis, The Druids of the 
  central grove (often referred to as the “Unseen”) hold the power of law over the denizens of 
  the oasis. Several times the citizens of the Oasis have formed ruling councils, but each council 
  has proven to weak to control the strongly independent people of Shadowmoor. 
  
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of 
  The Fantasy World of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    21
  21
  21
  21 
  THE GUILDS 
  The Healers’ Guild
  The Healers’ Guild
  The Healers’ Guild
  The Healers’ Guild    
  The Shadowmoor Healers’ Guild, Bar, and Brothel is the place you go when the world has 
  beaten you down. Tired, broken, and bruised from countless hours of battle? This guild will 
  heal you, relax you, and fill you full of liquid libations enough to put the fight in a dead man 
  (Necromancers need not apply).  Founded by Ventar in 598, the Shadowmoor Healers’ 
  Guild has served Life from the start. While guild leadership has changed hands a few times 
  since, the focus on life and healing has never left. Rest assured that the Shadowmoor Healers’ 
  Guild, Bar, and Brothel turn away the undead who decide to belly up to the bar!      
   
  The Dark Sun Guild
  The Dark Sun Guild
  The Dark Sun Guild
  The Dark Sun Guild    
  The Dark Sun guild also serves the town of Shadowmoor in a healing capacity. Instead of life, 
  these stalwart guardians serve chaos. They're rather secretive despite their centralized location, 
  but they have served the Great Druid in good stead as long as there's been a town of 
  Shadowmoor.  The guild offers services of formal magics, healing of those tainted by chaos, 
  and training in similar arts for reasonable fees. Those services have traditionally been offered 
  for free in service of the oasis of Shadowmoor in times of need, and it doesn't look like that 
  tradition is going away any time soon.   
  The Mages’ Guild
  The Mages’ Guild
  The Mages’ Guild
  The Mages’ Guild    
  The Shadowmoor Guild of the Celestial Arts has a long tradition of research and exploration. 
  Utilizing the solitude of the oasis, the scholars of the guild practice their arts diligently, and 
  provide teaching to all who wish to learn the methods of celestial arts.  The guild offers formal 
  and identification services for nominal fees, and provides formal scrolls and casting areas for 
  member scholars. In addition, battle scrolls and enchantments are often available for purchase. 
  No visit to Shadowmoor would be complete without inquiring here.     
  The Druids’ Grove
  The Druids’ Grove
  The Druids’ Grove
  The Druids’ Grove    
  The final guild of Shadowmoor is the druids’ grove. These intrepid souls devote their time and 
  heart to the surrounding forests, and it is through their efforts and that of their benefactor, the 
  Great Druid himself, that we're all able to spend time here in the Oasis today. They're not 
  always easy to find, but they're often helpful when you do.  If you need help finding your way 
  within the oasis, the rangers of the grove will find you and guide you back to civilization. If 
  you 
  require 
  healing 
  or 
  magical 
  assistance, 
  the 
  druids 
  will 
  often 
  be 
  nearby. 
  
   
  TThhee  GGaam
  mee  SSyysstteem
  m  ooff  
  SSOOLLAARR  
   
   
  • SOLAR
  SOLAR
  SOLAR
  SOLAR simulates body stamina, armor strength, and attack damage using 
  a ppppoint system.
  oint system.
  oint system.
  oint system.  These points are kept track of using disposable game tags
  game tags
  game tags
  game tags 
  that players will receive and give as points are lost and gained. 
  • Physical combat, magic, poisons,
  Physical combat, magic, poisons,
  Physical combat, magic, poisons,
  Physical combat, magic, poisons, and alchemy 
   alchemy 
   alchemy 
   alchemy are all activities simulated 
  in the SOLAR
  SOLAR
  SOLAR
  SOLAR game.  Each activity is carefully regulated by the SOLAR
  SOLAR
  SOLAR
  SOLAR 
  rules system to ensure safety and fairness, while continuing to enhance the 
  fantasy atmosphere. 
  • Best advice we can offer you to overcome new player confusion? Play a 
  monster the first few hours of the event.  You can learn the game rules, 
  experience the combat system, and practice game skills without 
  endangering your character. 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    23
  23
  23
  23 
  HEALTH AND LIFE 
  LIFE FORCE 
  To represent a character's life, each player is given a Life Ticket at check-in. This Life Ticket 
  has the character's name and level on it and must always be carried on the player's Skill Ring. 
  Any player who loses a Life Ticket will be presumed to be dead by natural causes or accident. 
  Life Tickets are out-of-play and may not be stolen. If a person is caught with a stolen Life 
  Ticket, he will be subject to disciplinary action. 
  HIT POINTS 
  Hit Points represent the amount of damage a character may take before going unconscious. 
  Hit Points are divided into Armor Points and Body Points.  Each is represented by special tags 
  that are received at check-in and should be torn off and discarded as they are lost throughout 
  the event. 
  When taking damage, Armor Points are removed first, followed by Body Points unless the 
  effect states otherwise (e.g. The Mind Blast (C,5) spell does direct body damage, for 
  example). 
  Armor Points
  Armor Points
  Armor Points
  Armor Points    
  Armor Points represent the amount of damage a character may take to his armor. Once the 
  armor has taken the amount of damage equal to the Armor Points, the armor has been 
  breached and all remaining damage is applied to the body.  
  The number of Armor Points a player receives depends on the amount and quality of the 
  armor that he is wearing. After opening ceremonies, all players should proceed to the 
  Armorsmiths in full costume to receive his starting Armor Points.  If a character is not wearing 
  armor, but is wearing a "period" costume, they will be granted 5 armor points.   
  Note that a character may be limited in the maximum amount of Armor Points they may 
  receive because of their class (see class descriptions).  For example, a rogue is typically not 
  allowed to wear as much armor as a Warrior.  Characters may choose to buy a skill to wear 
  extra armor, however, and increase the class maximums (see Wear Extra Armor skill 
  description). 
  After a player's armor has been evaluated, he will receive the appropriate number of Armor 
  Tags. These Armor Tags are to be placed on his skill ring, with all his other renewable tags.  
  As a character receives damage, the proper amount of points and corresponding armor tags 
  should be torn off the skill ring. (Tags should be placed in a nearby trashcan or a pocket, not 
  on the ground).  If a player, for whatever reason wishes to remove any or all of his armor, he 
  should remove the appropriate number of Armor Points from his skill ring. 
  If a player's armor is damaged and he loses Armor Points, it can be repaired at the 
  Armorsmiths for a minimal fee. Also, characters that know the Armorsmith skill, may repair 
  the appropriate type of armor. These characters will probably also charge a minimal fee. 
  Armor Points are distributed at the Armor-smiths at check-in (See the Armor System section).  
  Body Points
  Body Points
  Body Points
  Body Points    
  Body points simulate the endurance of a character and represent the amount of damage a 
  character may take to his body before going unconscious.  Body Points are determined by the 
  character's... 
  class 
  class 
  class 
  class - for example, a Warrior has more endurance, and therefore more Body 
  Points, than a scholar 
  race
  race
  race
  race - for example, elves are more frail, and have less Body Points,  then 
  dwarves 
  
   
  24
  24
  24
  24    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  level
  level
  level
  level - as a character gains skill and experience, his stamina improves and his 
  Body Points increase 
  Characters lose Body Points in combat, through magical or physical attacks, and may recover 
  them through healing magic or alchemical substances. 
  HEALTH STATUS 
  Below is listed several different statuses that a character may him or herself be subject to or 
  will perhaps encounter in other characters.  These statuses are not necessarily limited to this 
  list nor are all statuses exclusive of one another.  For example, one may be of the status 
  “Bleeding to Death and Poisoned” or “Slain and Life Drained” but once one hits the “Dead” 
  status all other status effects are gone.  To aid in determining what one must say when the 
  Healing Arts skill is used please note the line at the end of each status entry which reads thus, 
  Status: “X Body, Health Status.”    
  Waylaid
  Waylaid
  Waylaid
  Waylaid        
  A character which, has been successfully waylaid, loses one Body Point and remains 
  unconscious for 10 minutes. If the attacker uses an Endow (E,2) or Empower (C,1) spell in 
  conjunction with the Waylay skill, the victim will lose three Body Points. A character who has 
  been waylaid may be brought back to consciousness by either one minute of First Aid (the 
  character will not regain the Body Point(s) lost to the waylay) or a curative (a healing spell or 
  potion) which exceeds the amount of damage inflicted by the waylay.  
  If a character is successfully waylaid, he will not know who his attacker was. 
  Status:  “X Body, Waylaid.”  
  Unconscious
  Unconscious
  Unconscious
  Unconscious    
  If a character takes enough damage to reduce him to EXACTLY zero body points; he is 
  unconscious. A character that is unconscious may be brought back to consciousness by one 
  minute of First Aid.  Left alone, he will regain consciousness in 10 minutes with only one 
  Body Point.  
  If cured by Alchemy or Magic, the character immediately regains consciousness with Body 
  Points equal to the amount of curing. 
  Status:  “0 Body, Unconscious.” 
  Bleeding to Death
  Bleeding to Death
  Bleeding to Death
  Bleeding to Death    
  If a character takes enough damage to reduce his body points below zero, he is bleeding to 
  death.  If a character is reduced below zero, he takes no further damage but may be killing 
  blown.  The character will be at dead status in one minute if not given First Aid (see Skills 
  section) or a cure spell.  A player should begin counting to sixty seconds as soon as he takes 
  enough damage to fall below zero.  
  Once someone has begun First Aid on a character, the character should stop counting. 
  However, if for some reason, the person performing First Aid stops (after a minimum of ten 
  seconds), the unconscious character should begin counting to sixty again (starting with one). 
  After one full minute of First Aid, the unconscious character will be at one (1) Body Point. 
  If cured by Alchemy or Magic, the character immediately regains consciousness with a number 
  of body equal to the amount cured.  
  Status: “Bleeding to Death.” 
  Dead
  Dead
  Dead
  Dead    
  Once a character is dead, all of his active spells are no longer active (See Active Spells under 
  Magic). If the character does not receive a life/death or revive spell before 5 minutes passes 
  their body will dissipate. The character must leave all in play possessions  at the spot of 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    25
  25
  25
  25 
  dissipation, put on a white headband and head immediately to resurrect.  See "being a spirit" 
  below. 
  Status: “Dead.” 
  Slain
  Slain
  Slain
  Slain        
  A character that has taken effect from a Critical Slay or Fatal Blow is immediately dropped to 
  the Bleeding to Death status and he/she will die in one minute.  Only the following spells will 
  save the victim from death: Cure Critical Wounds
  Cure Critical Wounds
  Cure Critical Wounds
  Cure Critical Wounds    (E/D,6), Heal Critical Wounds
   Heal Critical Wounds
   Heal Critical Wounds
   Heal Critical Wounds    (H,6),    
  Renew
  Renew
  Renew
  Renew    (E/D,8),    or Heal Mortal Wounds
  Heal Mortal Wounds
  Heal Mortal Wounds
  Heal Mortal Wounds    (H,8).        Should a slain character be “Desecrated”, 
  only a Cause Critical Wounds
  Cause Critical Wounds
  Cause Critical Wounds
  Cause Critical Wounds    (E/D/N,6), Heal Critical Wounds
   Heal Critical Wounds
   Heal Critical Wounds
   Heal Critical Wounds    (H,6), Waste
   Waste
   Waste
   Waste    (E/D/N,8), or 
  Heal Mortal Wounds
  Heal Mortal Wounds
  Heal Mortal Wounds
  Heal Mortal Wounds    (H,8) will bring the character back to consciousness.  Neither First Aid 
  nor any other means of healing will save the victim from death once slain.  Note that the 
  victim will have the appropriate amount of body restored by the spell used when the character 
  regains consciousness.  
  Status: “Slain.” 
  Animated Dead
  Animated Dead
  Animated Dead
  Animated Dead    
  Characters may be created into undead by several means, only one of which will be listed in 
  detail here as the others are things that must be found out by in-play means: by the Create 
  Create 
  Create 
  Create 
  Undead
  Undead
  Undead
  Undead  (N,7) spell, by formal magic, by the touch of some greater undead, and by high 
  sorcery. 
  The Create Undead
  Create Undead
  Create Undead
  Create Undead    (N,7) spell allows the caster to turn a non-undead, non-desecrated 
  creature, which has received a Killing Blow, into a zombie. The zombie thus created will have 
  half the number of Body Points the victim had in life and whatever armor is left on the corpse. 
  If the zombie ever reaches zero Body Points, it will turn to dust. 
  Do note that while the status of “Desecration” will protect a character from the Create 
  Create 
  Create 
  Create 
  Undead 
  Undead 
  Undead 
  Undead (N,7), Create Ghoul (N,9), or Create Skeletal Warrior (N,9) spells it will NOT 
  protect a character from ANY other means of animation. 
  The victim who has been created into undead cannot be restored to life by any known means. 
  And has no memories or skills that he had as his character. 
   
  ABOUT DEATH AND RESURRECTION 
  Unless moved by someone or something, the player must remain where his character died for 
  five (5) minutes. If his character does not receive a Life
  Life
  Life
  Life (E/D,9), Death
  Death
  Death
  Death (E/D/N,9), or a 
  Revive
  Revive
  Revive
  Revive (H,9) spell within five minutes, the character's body dissipates and the spirit is 
  released.  
  Being a Spirit
  Being a Spirit
  Being a Spirit
  Being a Spirit    
  The player must then leave all of the in
  inin
  in----play
  play
  play
  play items he is carrying (i.e. in-play money, potions, 
  scrolls, weapons, magic items, etc.) at that spot, put on a white head band (See Headbands in 
  Miscellaneous Rules) to denote he is a spirit and out-of-play and make his way to the Healer's 
  Guild (or appropriate guild) to be resurrected. 
  While a spirit, he is invisible and may not interact with anyone until he reaches a circle capable 
  of resurrection. Upon touching or entering the circle, he becomes visible but still may not 
  interact with anyone. Someone who is magically Invested  with the circle can then begin 
  resurrecting him. 
  Memory Loss
  Memory Loss
  Memory Loss
  Memory Loss    
  The shock of resurrection causes the character to forget everything that happened for a period 
  of 30 minutes prior to his death. The character will know that he has died, but not who did 
  the actual killing. 
  
   
  26
  26
  26
  26    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Resurrection
  Resurrection
  Resurrection
  Resurrection    
  A resurrected player has full body points, no active spells and no armor.  
  Each character begins the game with four (4) lives and gains an additional life every even 
  level. Each resurrection causes one life to be lost and the character's spirit to be weakened. If 
  a character loses all of his lives, the character will not be able to resurrect and a new character 
  must be created.  
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    27
  27
  27
  27 
  COMBAT 
  The number one and most important concern of SOLAR
  SOLAR
  SOLAR
  SOLAR staff is the safety of its players, and 
  combat is the least safe aspect of the game. For this reason, a MANDATORY safety course is 
  given to all players and the rules for combat MUST BE adhered to strongly to keep players 
  from getting injured. 
  COMBAT SAFETY RULES 
  "HOLD!" (Stop
  "HOLD!" (Stop
  "HOLD!" (Stop
  "HOLD!" (Stop----Drop
  Drop
  Drop
  Drop----and Listen!)
  and Listen!)
  and Listen!)
  and Listen!)    
  This is the most important rule in this book.
  This is the most important rule in this book.
  This is the most important rule in this book.
  This is the most important rule in this book.    
  Any player, at any time he feels unsafe for any reason or is being hit too hard by his foe may 
  call a hold. The player calling the hold must yell the word "HOLD!" loudly enough for 
  everyone in the immediate vicinity to hear. 
  When a hold is called, everyone involved must stop all in-game actions and all in-play 
  conversations and drop to one knee.  Once in a Hold, the player who called it should then 
  resolve the reason for the Hold, by telling his opponent or a marshal the problem.  Once 
  resolved, the player who called the Hold must call the Lay-on. To do so, he tells everyone to 
  get up, and then he says "3-2-1 Lay-On!". 
  Players should remember the importance of calling a hold and should only call one when 
  necessary, as it detracts from the game.   
  Anyone ignoring a Hold may be subject to disciplinary action. Holds are used for emergencies 
  and players should treat all Holds as an emergency until it is determined there is not one. 
  If there is a valid medical reason why you cannot drop to one knee, please make an effort to 
  crouch or stoop to signify you are in a Hold. 
  You have just finished reading the most important rule in this book.
  You have just finished reading the most important rule in this book.
  You have just finished reading the most important rule in this book.
  You have just finished reading the most important rule in this book.    
  Healer vs. Medic
  Healer vs. Medic
  Healer vs. Medic
  Healer vs. Medic    
  During the course of the event your character shall need healing from damage he takes in 
  combat. It is an out-of-play necessity to make the calling of a “medic” forbidden unless you 
  the person is hurt in real life. If you have a REAL injury call for a medic and someone will 
  come to your aid. If your character is injured and needs healing in play please call for a 
  “healer”. For small injuries that do not need the assistance of a medic, SOLAR
  SOLAR
  SOLAR
  SOLAR has many first 
  aid items located in the tavern for your use. Please feel free to go there if you need anything 
  such as band-aids, ankle wraps, aspirin or the like. There is no cost to the player in need of 
  such items. 
  Orange Headbands
  Orange Headbands
  Orange Headbands
  Orange Headbands    
  Players wearing orange headbands are on medical restrictions and can play with many 
  limitations placed upon them. It is forbidden to attack with a weapon or spell pack someone 
  wearing an orange headband. Please consult a SOLAR
  SOLAR
  SOLAR
  SOLAR staff member to explain in detail the 
  way to “attack” someone in an orange headband. And a reminder – players wearing a white 
  headband are completely out-of-play and should be completely ignored by players that are in 
  play. 
  Physical Contact
  Physical Contact
  Physical Contact
  Physical Contact    
  The only contact allowed at 
  The only contact allowed at 
  The only contact allowed at 
  The only contact allowed at SOLAR
  SOLAR
  SOLAR
  SOLAR is by weapons or spell packs.
   is by weapons or spell packs.
   is by weapons or spell packs.
   is by weapons or spell packs. Brawling, wrestling, kicking, 
  and any other form of body contact are forbidden. Anyone violating this rule will be subject 
  to immediate disciplinary action and asked to leave site immediately 
  
   
  28
  28
  28
  28    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  RULES OF OFFENSE 
  Hitting an Opponent
  Hitting an Opponent
  Hitting an Opponent
  Hitting an Opponent    
  When a player hits another opponent, he must swing his weapon through an arc of no less 
  then 45 degrees and no greater than 90 degrees. This keeps people from being hit too quickly 
  or hard. Players should only be trying to make contact with their opponents, not knock each 
  other across the battlefield. 
  Some hits will require judgment calls on the part of the victim. A player wearing a lot of 
  armor may not feel the hit and will have to look to the attacker for how many times he was 
  hit.   If a shot is blocked, it does not count. However if the block was weak and allowed the 
  opponent to hit at half or more of normal strength, the hit does count. 
  Calling Damage
  Calling Damage
  Calling Damage
  Calling Damage    
  Each time the weapon makes contact with the opponent, the player must call the appropriate 
  damage, the player must call out the amount and type of damage being done (e.g., "3 
  Normal!" or "10 Magic!"). This allows the opponent to know how much damage was done, 
  and whether or not it affected him (some monsters are immune to normal damage). The 
  current types of damage are Normal, Blunt, Silver, Gold, Mithral, and Magic. 
  A player is only required to call Magic damage with a magic weapon if he wishes. For 
  example, if a player has a +2 Weapon Proficiency, he would call "4 normal!" with a regular 
  sword. However, if the player had a +2 damage magic sword, he could still call up to "6 
  Normal!" or "6 Magic!". There may, depending on what Plot has dreamed up, be some 
  exceptions to this rule. 
  If a player is hitting so quickly that he cannot announce the damage fast enough to keep up 
  with the swings, that player is "Machine Gunning" or "Drum Rolling". If this happens, the 
  player's opponent has the right to lump all of those hits into one and only count the damage 
  for one hit. 
  The 
  The 
  The 
  The Killing Blow / Killing Spell
  Killing Blow / Killing Spell
  Killing Blow / Killing Spell
  Killing Blow / Killing Spell / Killing Strike
   / Killing Strike
   / Killing Strike
   / Killing Strike    
  If at any time, a character is reduced to less than one body point, or is restrained in any way 
  that he could not move from in front of a weapon, he is a candidate for a Killing Blow or 
  Killing Spell.  Note that a character that is fully conscious and unrestrained is NOT to be 
  considered an “immobile victim” or a candidate for a killing blow unless he/she willingly 
  submits to it.  
  A Killing Blow is given by placing a weapon or packet on the chest or back of an immobile 
  victim and saying "Killing Blow one, Killing Blow two, Killing Blow three." This simulates 
  placing the weapon up under the armor and plunging it into the vital organs or choking the 
  person with your hands. If the character performing the Killing Blow is interrupted before 
  reaching three, he must begin the Killing Blow again. 
  A Killing Spell is given by throwing a damage spell at the chest or back of an immobile victim 
  and saying "<spell verbal> Killing Spell." (e.g. "I smite you with a Magic Missile Killing 
  Spell."). This simulates taking the time to aim the spell at a chink in the armor and deliver its 
  damage to the vital organs. 
  A Killing Strike is given by throwing a damaging element or acid at the chest or back of an 
  immobile victim and saying “<damaging attack> Killing Strike.” (e.g. “20 Acid Killing 
  Strike” Or “10 Flaming Killing Strike.”) 
  If a character receives either a Killing Blow, Killing Spell, or Killing Strike he is at the dead 
  status. At this point, whomever or whatever did the killing may then ask for the dead player's 
  Life Ticket which he must give up. If the character receives a life spell to bring them back to 
  life, they use the life spell tag for their new life ticket. The player must write his real and 
  character name on the new life tag. Note: The target MUST hear the verbal for the killing 
  spell. 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    29
  29
  29
  29 
  Throwing Magic and Gasses in Combat
  Throwing Magic and Gasses in Combat
  Throwing Magic and Gasses in Combat
  Throwing Magic and Gasses in Combat    
  In order to simulate throwing magical energy, spell packets are used in SOLAR
  SOLAR
  SOLAR
  SOLAR combat.  
  These are constructed (by the player) using cloth (can not be green in color) and birdseed.  
  The cloth should be cut into a 5-inch by 5-inch square. The birdseed should next be placed in 
  the center of the cloth, which is then gathered around the birdseed and secured with a rubber 
  band. A good measure of birdseed to use is a full 35mm film canister.  Cutting the "tail" off 
  the packet is permitted. 
  Some alchemical solutions and poisons can be made into a gaseous form, which can then be 
  placed in a vial and thrown at an opponent during combat. To represent these vials, one 
  should construct a Poison Pack (even for alchemical solutions). Similar in construction to a 
  spell pack, poison packs MUST be made with green cloth.   
  Once completed, the packet should be labeled as the type of gas it represents. It is up to the 
  player to keep his packets organized, and throw the appropriate packet at a target while calling 
  out the Effect. The target may check the thrown packet to determine whether the packet 
  called was actually the one thrown. The target should take the effects of any packets with 
  which he is hit. Once thrown, the attacker should pull the tag from his Skill Ring 
  corresponding to the poison actually thrown.  One c
  One c
  One c
  One cannot simply call a gas one has, throw an 
  annot simply call a gas one has, throw an 
  annot simply call a gas one has, throw an 
  annot simply call a gas one has, throw an 
  unlabeled green pack, 
  unlabeled green pack, 
  unlabeled green pack, 
  unlabeled green pack, and then pull the tag from his skill ring later
  and then pull the tag from his skill ring later
  and then pull the tag from his skill ring later
  and then pull the tag from his skill ring later. For every poison or 
  alchemy that may be thrown in combat that you are carrying, you must have both a marked 
  green packet and a valid tag. Rogue marshals routinely do spot checks and will take any tags 
  that a person is carrying that they do not have packs for. Note that Poison Packs, unlike Spell 
  Packs, are in-play. Therefore, they can be seen, stolen, etc. There may be laws against the use 
  of poisons, so the character is warned to check with his local seneschal. 
   
  COMBAT RULES VIOLATIONS 
  Illegal Targets
  Illegal Targets
  Illegal Targets
  Illegal Targets    
  The following targets are illegal: head, neck, throat, groin, and hands from the wrists out. And 
  on female players, the upper chest is also an illegal target area. Anyone repeatedly hitting 
  these areas will be subject to immediate disciplinary action. 
  Shield Turtling
  Shield Turtling
  Shield Turtling
  Shield Turtling    
  A mainstay of fighting with a shield is what is known as Turtling. A person fully hiding behind 
  a shield so that his opponent may not reach him is Turtling. However, the opponent could 
  overbear the person who is Turtling and knock him down. For this reason, Turtling is illegal in 
  SOLAR
  SOLAR
  SOLAR
  SOLAR. Any player seen repeatedly Turtling will have the Shield skill taken away from his 
  character. 
  Trapping 
  Trapping 
  Trapping 
  Trapping and Charging
  and Charging
  and Charging
  and Charging    
  Although used greatly in sword fighting, pinning a weapon is restricted at SOLAR
  SOLAR
  SOLAR
  SOLAR. Most 
  moves used to free oneself from pinning are dangerous, and safety is the main concern of 
  SOLAR
  SOLAR
  SOLAR
  SOLAR. A player's weapon may only be pinned by another weapon and then only while 
  outdoors. 
  Charging is also not allowed. This, too, is used in sword fights to back an opponent into a 
  corner, but it can cause a player to trip over something and injure himself. If a player is 
  moving back and stops, his opponent is Charging if he runs into the player. This is considered 
  body contact and, as stated in the rules above, is not legal. Also, if his opponent is 
  backpedaling at more than a walking speed, the player is charging.  Use your common sense 
  here, if it seems unsafe, don’t do it. 
   
   
  
   
  30
  30
  30
  30    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Not Taking Damage
  Not Taking Damage
  Not Taking Damage
  Not Taking Damage    
  Taking Damage relies heavily on the honor system. A player must count the damage he has 
  received and fall to the ground after receiving the appropriate amount of damage. 
  Players who do not count hits properly will eventually find that their opponents do not count 
  damage properly when fighting them. Also, not counting hits is considered cheating and will 
  be dealt with accordingly (see Cheating under the Conduct section). 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    31
  31
  31
  31 
  BATTLE MAGIC (FROM CASTER'S DAILY MEMORY) 
  CASTING MAGIC 
  Cast
  Cast
  Cast
  Casting Offensively
  ing Offensively
  ing Offensively
  ing Offensively    
  To cast a spell, the caster must have a spell packet in his hand (and nothing else), say the 
  verbal clearly and loudly for the person nearest to the caster to know what spell is being cast, 
  and then hit the target with the spell packet within three (3) seconds of finishing the verbal. In 
  most cases it is preferable to say the verbal loudly enough for the target to hear it so that one 
  does not have to state out of game what spell the character has just been hit with.  The spell 
  verbal is "in-game" and may be understood by anyone. 
  To count as a hit against a target, the packet only needs to hit some part of the victim, as 
  throwing packets is a less precise form of combat than melee this can (and often times does) 
  include areas that are considered illegal in melee combat.  Though these hits are considered 
  legal when hit on accident, specific and purposeful target of these areas is still considered a 
  combat violation and appropriate action will be taken.  A weapon, shield, or even a 
  character’s clothing is a valid target for a spell. The defender can try to physically dodge a 
  spell packet, but he cannot block it with something he is carrying. 
  Failed Spells
  Failed Spells
  Failed Spells
  Failed Spells    
  If a spell misses a target, the spell is considered to have failed and the recipient does not take 
  the effects.  Spells that DO hit their target may also fail for the following reasons: 
  • the verbal is inaudible or unintelligible 
  • the verbal is inaccurate 
  • the spell packet is thrown before the verbal is completed or more than three (3) 
  seconds after. 
  • the caster takes any body
  body
  body
  body damage before the verbal is completed. This includes Critical 
  Slays, Fatal Blows or Assassinates. 
  Once a spell is cast, whether or not it was successful, the tag for that spell must be given to 
  the recipient. 
  Casting on Oneself
  Casting on Oneself
  Casting on Oneself
  Casting on Oneself    
  When casting spells upon themselves, a spell caster may cast underneath their spell shields. 
  Therefore for example, one can heal themselves or cast protective magics without disrupting 
  their personal spell shield. Although it is not necessary to use a spell packet, you must have 
  one hand free and say the verbal aloud when casting upon yourself. 
  Casting a Spell Not in Memory
  Casting a Spell Not in Memory
  Casting a Spell Not in Memory
  Casting a Spell Not in Memory    
  If a player unintentionally casts a spell for which he does not have a tag, he must either pull  
  four (4) times the level's worth of the spell cast, or allow the opponent to choose spells two 
  (2) times the level's worth of the spell cast and pull those tags. Repeated wrongful casting 
  (e.g. throwing spells you do not have) will result in immediate disciplinary action. 
   
   
   
   
   
  
   
  32
  32
  32
  32    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  DAILY SPELL MEMORIZATION 
  Spell Books
  Spell Books
  Spell Books
  Spell Books    
  The Spell Book contains the list of spells the caster may memorize. In order to have a spell 
  written into his book, the caster must find someone who will teach him the verbal for the spell 
  and allow the caster to copy that spell from the teacher's Spell Book. Once the caster has 
  found someone willing to teach, he must proceed with his teacher to the logistics area during 
  Spell-reset and have the spell copied into his book. The spells are copied using a magical ink, 
  which costs a ½ silver piece per level of the spell being copied (e.g., a first level Magic Missile
  Magic Missile
  Magic Missile
  Magic Missile 
  (C,1) spell would cost ½ silver, while a ninth level Life
  Life
  Life
  Life (E,9) spell would cost 4 ½ silver. Each 
  page of a spell book may have only one spell on it (reversible spells count as one spell). 
  When creating a new character, players may request a "starter" Spell Book at logistics, which 
  includes many of the low level spells.  Before gaining any additional spells, the player must 
  replace their "starter" Spell Book with a permanent Spell Book. Permanent Spell Books must 
  be actual books; a sheet of paper is not sufficient.  Spell Books are an in-game item and may 
  be stolen, so each player should put his real name and character name on the inside cover. 
  In an effort to decrease loss and damage of fragile in-play spellbooks, a player may check his 
  spellbook in with logistics and receive a Spellbook Card for the spells contained in his or her 
  spellbook and simply bring this card afterwards to check-in for his/her spells tags and card(s). 
  Receiv
  Receiv
  Receiv
  Receiving Daily Spell Tags
  ing Daily Spell Tags
  ing Daily Spell Tags
  ing Daily Spell Tags    
  Spell casters may cast a certain number of spells each day, which are represented by their daily 
  spell tags.  In order for a character to receive his spells, he must take his Spell Book and his 
  spell pyramid/column card(s), which shows how many of spells of each level that character 
  can cast, to the logistics area at check-in. At this time, the character chooses which spells he 
  wishes to memorize for the next day (Note: only two people may share a Spell Book). The 
  Spell Tags must have the date stamped on the back of them and are then placed on the skill 
  ring. 
  The Spell Tags are color-coded with a different color for each day, Ivory for Friday night and 
  Green for Saturday night. Anyone caught casting spells from a previous day will be subject to 
  disciplinary action. The Spell Tags left over from the previous day should be thrown away in a 
  trashcan. 
   
  SCHOOLS OF MAGIC 
  SOLAR
  SOLAR
  SOLAR
  SOLAR has two realms
  realms
  realms
  realms of magic: Celestial and Earth.  There are three schools of Celestial 
  magic: Generalist, Elementalist and Confinist; and four schools of Earth Magic: Generalist, 
  Druidic, Healer, and Necromancer.  
  The first school a character chooses is called his or her Primary School of Magic. If the 
  character later decides to learn another school, that school is called his or her Secondary 
  School of Magic, and the third is his or her Tertiary School of Magic, and so on. The Spell 
  Slots (see the Skills section) for a character's Secondary School of Magic will cost more than 
  the Primary, and the Tertiary will cost more than the Secondary.   
   
   
   
   
   
   
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    33
  33
  33
  33 
  1st Level
  1st Level
  1st Level
  1st Level
  4th Level
  4th Level
  4th Level
  4th Level
  7th Level
  7th Level
  7th Level
  7th Level
  Disarm
  Flame Bolt
  Age Limb
  Empower
  Enchanted Blade
  Destroy Mind
  Magic Missile
  Minor Spell Shield
  Drain Life
  Shield
  Snare
  Ice Storm
  Wall of Force
  Wizard's Lock
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level
  5555th
  th
  th
  th Level
   Level
   Level
   Level
  8888th
  th
  th
  th Level
   Level
   Level
   Level
  Armor
  Mage Armor
  Disjunction
  Delayed Empower
  Mind Blast
  Dragon's Breath
  Detect Magic
  Shatter Armor
  Major Spell Shield
  Lightning Bolt
  Silence
  Repulse
  Trance
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level
  6666th
  th
  th
  th Level
   Level
   Level
   Level
  9999th
  th
  th
  th Level
   Level
   Level
   Level
  Dispel Lesser Magic
  Charm
  Circle of Power
  Honesty
  Dispel Greater Magic
  Doom
  Ice Bolt
  Lightning Storm
  Ward
  Shatter
  Reflect Magic
  Trap
  Web
      
  Celestial Generalist
  Celestial Generalist
  Celestial Generalist
  Celestial Generalist    
  The Celestial Generalist is a versatile offensive caster, with a wide variety of spells at their 
  disposal.  Though they lack the spells and resists of the specialty classes, they still have more 
  than enough firepower when wielded correctly.  Their utility spell selection that accompanies 
  their offensive capability more than completes this class, making them truly fearsome 
  opponents. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  34
  34
  34
  34    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  1st Level
  1st Level
  1st Level
  1st Level
  4th Level
  4th Level
  4th Level
  4th Level
  7th Level
  7th Level
  7th Level
  7th Level
  Disarm
  Flame Bolt
  Age Limb
  Empower
  Enchanted Blade
  Drain Life
  Elemental Dart
  Elemental Blade
  Ice Storm
  Shield
  Minor Spell Shield
  Wizard Lock
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level
  5555th
  th
  th
  th Level
   Level
   Level
   Level
  8888th
  thth
  th Level
   Level
   Level
   Level
  Armor
  Fire/Cold/Lightning Shield
  Disjunction
  Delayed Empower
  Elemental Arrow
  Dragon's Breath
  Detect Magic
  Mage Armor
  Elemental Shield
  Lightning Bolt
  Trance
  Major Spell Shield
  Silence
  Storm Blade
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level
  6666th
  th
  th
  th Level
   Level
   Level
   Level
  9999th
  thth
  th Level
   Level
   Level
   Level
  Dispel Lesser Magics
  Charm
  Circle of Power
  Elemental Burst
  Dispel Greater Magics
  Elemental Blast
  Ice Bolt
  Elemental Maelstrom
  Elemental Fury
  Shatter
  Lightning Storm
  Ward
  Reflect Magic
      
  Elementalist
  Elementalist
  Elementalist
  Elementalist    
  The Elementalist is purely a vehicle of destruction, with a wider variety of elemental spells at 
  their disposal than their Generalist brethren, they can solve nearly any problem with elemental 
  damage, lots of it.  The upper tier of their spell selection makes them formidable in combat, 
  but due to their lack of "one-shot" kill spells, they tend to find themselves casting more often 
  than Confinists and Generalists.  The utility spells available to the Elementalist are similar to 
  those of the Generalist, with the addition of shields specifically against elemental damage and 
  to enchant weapons with elemental damage. 
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    35
  35
  35
  35 
  1st Level
  1st Level
  1st Level
  1st Level
  4th Level
  4th Level
  4th Level
  4th Level
  7th Level
  7th Level
  7th Level
  7th Level
  Disarm
  Minor Spell Shield
  Age Limb
  Empower
  Enchanted Blade
  Drain Life
  Shield
  Slow
  Force Armor
  Snare
  Stasis
  Wall of Force
  Wizard Lock
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level
  5555th
  th
  th
  th Level
   Level
   Level
   Level
  8888th
  th
  th
  th Level
   Level
   Level
   Level
  Armor
  Mage Armor
  Disjunction
  Delayed Empower
  Mind Blast
  Force Shield
  Detect Magic
  Shatter Armor
  Imprison
  Silence
  Major Spell Shield
  Trance
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level
  6666th
  th
  th
  th Level
   Level
   Level
   Level
  9999th
  th
  th
  th Level
   Level
   Level
   Level
  Dispel Lesser Magics
  Charm
  Circle of Power
  Shatter
  Dispel Greater Magics
  Doom
  Trap
  Reflect Magic
  Shackle
  Web
  Ward
   
  Confinist
  Confinist
  Confinist
  Confinist    
  If the elemental is a vehicle of destruction then the Confinist is what stops his rampage, with 
  his large variety of confining spells, he is a deadly caster to all but the largest of prey.  His 
  greater variety of confining spells makes him formidable against most foes but his lack of 
  elemental damage can be a hindrance against foes strong enough to break his magics or 
  immune to his other available spells.  The utility spells available to the Confinist are similar to 
  those available to that of the Generalist, with the addition of spells to grant him armor of force 
  and protection from confining spells. 
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  36
  36
  36
  36    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  1st Level
  1st Level
  1st Level
  1st Level
  4th Level
  4th Level
  4th Level
  4th Level
  7th Level
  7th Level
  7th Level
  7th Level
  Bless/Corrupt
  Cure/Cause Serious Wounds
  Friendship
  Cure/Cause Light Wounds
  Greater Endow
  Remedy
  Fumble
  Spell Protection
  Restore Limb / Wither Limb
  Light
  Weakness
  Spirit Armor/Armor of the Dead
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level
  5555th
  thth
  th Level
   Level
   Level
   Level
  8888th
  thth
  th Level
   Level
   Level
   Level
  Cure/Cause Wounds
  Bind / Unbind
  Defend
  Endow
  Mute
  Curse / Remove Curse
  Pin
  Purify Blood / Poison
  Renew / Waste
  Repel Undead
  Sleep
  Paralyze / Unparalyze
  Toxin Shield
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level
  6666th
  thth
  th Level
   Level
   Level
   Level
  9999th
  thth
  th Level
   Level
   Level
   Level
  Cure/Cause Disease
  Cure/Cause Critical Wounds
  Circle of Protection
  Destroy
  Destroy Armor
  Life / Death
  Fear/Remove Fear
  Disrupt Enchantments
  Proscribe Creature
  Greater Bless/Corrupt
  Mistform / Shadowform
  Repel Being
  Return Magic
  Truth/Lie
      
  EEEEarth Generalist
  arth Generalist
  arth Generalist
  arth Generalist    
  The Earth Generalist has the ability to cast healing, harming, and protective magics.  Though 
  not as offensively capable as Celestial casters, he trades that offensive ability for the ability to 
  heal himself and his comrades, whether they are tainted or not.  Though their spell selection is 
  a bit slimmer than the earth specialty classes, they trade that limited selection for the freedom 
  of choice in moral issues and associations --- being able to call upon death, life, and chaos. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    37
  37
  37
  37 
  1st Level
  1st Level
  1st Level
  1st Level
  4th Level
  4th Level
  4th Level
  4th Level
  7th Level
  7th Level
  7th Level
  7th Level
  Bless/Corrupt
  Cure/Cause Serious Wounds
  Barkskin
  Cure/Cause Light Wounds
  Greater Endow
  Friendship
  Fumble
  Spell Protection
  Restore/Wither Limb
  Light
  Wall of Thorns
  Spirit Armor/Armor of the Dead
  Weakness
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level
  5555th
  thth
  th Level
   Level
   Level
   Level
  8888th
  thth
  th Level
   Level
   Level
   Level
  Cure/Cause Wounds
  Bind/Unbind
  Defend
  Endow
  Mute
  Curse / Remove Curse
  Pin
  Purify Blood/Poison
  Renew / Waste
  Speak with Animals
  Sleep
  Paralyze / Unparalyze
  Toxin Shield
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level
  6666th
  thth
  th Level
   Level
   Level
   Level
  9999th
  thth
  th Level
   Level
   Level
   Level
  Cure/Cause Disease
  Cure/Cause Critical Wounds
  Life/Death
  Destroy
  Destroy Armor
  Proscribe Creature
  Entangle
  Disrupt Enchantments
  Spirit of the Ent
  Fear/Remove Fear
  Mistform/Shadowform
  Greater Bless/Corrupt
  Return Magic
  Truth/Lie
   
  Druid
  Druid
  Druid
  Druid    
  Druids are protectors of the wilderness, maintaining a similar spell selection to that of the 
  Earth Generalist.  Druids are able to cast both curing and harming magics, maintaining that 
  both are part of the balance of nature, however they see necromancy as an abomination.  
  Thought they have no undead-specific spells to aid them in their protection of all things 
  natural, they have several specific to them which enables them to befriend animals, entangle 
  their quarry, and increase the toughness of their skin to that of bark.  Once a druid reaches his 
  first 6th level spell, he gains Animal Empathy for free. Druids have a moral code with which to 
  follow and the breaking of this will cost the Druid his class or bring other in-play repercussions. 
   
   
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
      
      
      
      
      
      
      
      
  
   
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  38    ---- The Game System of 
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  SOLAR
  SOLAR
  SOLAR 
  1st Level
  1st Level
  1st Level
  1st Level
  4th Level
  4th Level
  4th Level
  4th Level
  7th Level
  7th Level
  7th Level
  7th Level
  Bless
  Heal Serious Wounds
  Destroy Undead
  Heal Light Wounds
  Greater Endow
  Friendship
  Fumble
  Preserve
  Remedy
  Light
  Spell Protection
  Spirit Armor
  Turn Undead
  Weakness
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level
  5555th
  thth
  th Level
   Level
   Level
   Level
  8888th
  thth
  th Level
   Level
   Level
   Level
  Heal Wounds
  Bind/Unbind
  Defend
  Endow
  Mute
  Curse/Remove Curse
  Pin
  Cleanse Blood
  Heal Mortal Wounds
  Repel Undead
  Sleep
  Paralyze/Unparalyze
  Toxin Shield
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level
  6666th
  thth
  th Level
   Level
   Level
   Level
  9999th
  thth
  th Level
   Level
   Level
   Level
  Cleanse Disease
  Heal Critical Wounds
  Annihilate Undead
  Destroy
  Destroy Armor
  Circle of Protection
  Fear/Remove Fear
  Disrupt Enchantments
  Revive
  Greater Bless
  Mistform
  Proscribe Creature
  Healing Hands
  Return Magic
  Repel Being
  Zone of Life
  Truth/Lie
  Healer
  Healer
  Healer
  Healer    
  The Healer gains the benefit that he can heal nearly anyone, regardless of taints or otherwise.  
  Not only does the Healer's magic work on nearly anyone, it actually heals them for twice the 
  amount that a similar spell cast from a Druid/Healer/Necromancer would, providing fast 
  healing for the Healer's friends.  In addition to this, the healer may touch cast under another's 
  spell shields, thereby allowing their comrade to maintain his spell defenses without having to 
  recast them.  Though a Healer has no strict moral code to abide by, the casting of chaos, or 
  necromancy with enchanted items or by formal magic will bring in-play repercussions, as well 
  as a loss of the healer’s magical ability until they have had the issue resolved.  In addition to all 
  that they already benefit from, they also come equipped with an excellent selection of spells 
  with which to combat undead, should they so desire.  As a further note, a Healer may cast 
  Life(E/D, 9) and Curative one-shots and per days from items to supplement his or her already 
  large healing arsenal. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  39 
  1st Level
  1st Level
  1st Level
  1st Level
  4th Level
  4th Level
  4th Level
  4th Level
  7th Level
  7th Level
  7th Level
  7th Level
  Corrupt
  Cause Serious Wounds
  Bone Armor
  Cause Light Wounds
  Control Undead
  Create/Destroy Undead
  Fumble
  Decay
  Greater Control Undead
  Inflict Light Wounds
  Greater Endow
  Wither Limb/Restore Limb
  Light
  Inflict Serious Wounds
  Armor of the Dead
  Preserve
  Spell Protection
  Weakness
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level
  5555th
  th
  th
  th Level
   Level
   Level
   Level
  8888th
  th
  th
  th Level
   Level
   Level
   Level
  Cause Wounds
  Mute
  Defend
  Elude Undead
  Inflict Poison
  Curse / Remove Curse
  Endow
  Toxin Shield
  Inflict Mortal Wounds
  Inflict Wounds
  Waste
  Pin
  Paralyze / Unparalyze
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level
  6666th
  th
  th
  th Level
   Level
   Level
   Level
  9999th
  th
  th
  th Level
   Level
   Level
   Level
  Inflict Disease
  Cause Critical Wounds
  Circle of Protection
  Destroy
  Destroy Armor
  Create Ghoul
  Fear
  Disrupt Enchantments
  Imbue Death
  Greater Corrupt
  Inflict Critical Wounds
  Proscribe Creature
  Soul Drain
  Shadowform
  Truth/Lie
  Return Magic
  Zone of Death
  Necromancers
  Necromancers
  Necromancers
  Necromancers    
  The Necromancer can harm nearly anything that lives with his range of spells, but the trade 
  off is that he can heal very few people, and possibly not even himself.  The spell repertoire 
  available to Necromancers makes them quite possibly the most formidable opponents to be 
  found, with quick to kill spells and spells for easy disposal of bodies, they are to be approached 
  with caution.  Years of studying creatures of undeath grants them spells that allow them to 
  create, control, destroy, and heal undead with the greatest of ease.  As a further note, a 
  Necromancer may cast his or her Imbue Death(N, 9) spell as a Death(E/D, 9) spell if it is 
  used for the purposes of “healing” a desecrated character or undead.  A necromancer may 
  also cast the Death(E/D, 9) spell from one-shots and per days. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  SPELL ATTRIBUTES 
  All spells listed in the spell description section will have the name of the spell, what level it is, 
  what school can cast it, its duration, and what type of spell it is. 
  Spell Durations Descriptions
  Spell Durations Descriptions
  Spell Durations Descriptions
  Spell Durations Descriptions    
  Combat
  Combat
  Combat
  Combat    
   A spell with this duration lasts until the caster has left the Combat Area, falls unconscious, or 
  one hour – whichever happens first. The Combat Area is defined by drawing a line between 
  the caster and the target that is not obstructed by a major structure or thick forest.  
  Concentration
  Concentration
  Concentration
  Concentration 
  A spell with this duration lasts as long as the caster maintains his concentration on the spell. 
  This is denoted by the caster holding his hand up. The caster may not participate in combat or 
  cast another spell while concentrating. 
  Instant
  Instant
  Instant
  Instant    
  A spell with this duration has no defining duration. However, another spell or skill may be 
  required to reverse the Affect. For instance, a character hit by a Flame Bolt (C,4) will take 16 
  points of damage and would need someone who can repair armor or heal the body to 
  counteract the Affect. 
  Five Game Days
  Five Game Days
  Five Game Days
  Five Game Days    
  A spell with this duration lasts five (5) Game Days. A Game Day lasts from one Spell-
  reset/Check-in to the next. A spell with this duration cast during the middle of a Game Day 
  will still only have four Game Days left after the next Spell-reset/Check-in. These days will 
  carry over to the next event 
  One Event
  One Event
  One Event
  One Event    
  A spell with this duration lasts until the end of the event during which it is cast. 
  Length of Time
  Length of Time
  Length of Time
  Length of Time    
  A spell with a length of time for its duration (i.e. 5 seconds, 10 minutes, 1 hour, etc.) lasts 
  for the specified length of time measured from the time of casting in real time. 
  Other
  Other
  Other
  Other    
  A spell with this duration will explain how long it lasts in the spell description 
   
   
   
   
   
   
   
   
   
   
   
  
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  CELESTIAL SPELL DESCRIPTIONS 
  Note: To the far right of the black bar are 3 letters that are a quick reference for what school 
  of magic can cast that spell. “G” stands for Celestial Generalist, “C” stands for Confinist, and 
  “E” stands for Elementalist. 
  Age Limb
  Age Limb
  Age Limb
  Age Limb    
  Level 7
  Level 7
  Level 7
  Level 7    
  G C E
  G C E
  G C E
  G C E    
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic    
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 Minutes
  Duration: 10 Minutes
  Duration: 10 Minutes
  Duration: 10 Minutes    
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Age Limb spell causes the limb specified by the caster to rapidly age and become infirm. 
  The victim may not use the aged limb to wield weapons, cast spells, or move about. 
  Armor
  Armor
  Armor
  Armor    
   Level 2
   Level 2
   Level 2
   Level 2    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection 
  Type: Protection 
  Type: Protection 
  Type: Protection     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Armor spell provides eight (8) additional armor points to the target. These eight (8) 
  points are the first points of armor lost to damage. The Armor Spell can be combined and 
  worn with Armor of the Dead (E,7), Mage Armor (C,7), or Spirit Armor (E,7) spells. It may 
  not be combined with Barkskin (D,7), Bone Armor (N,7), Force Armor (C,7), or Shield 
  (C,1) spells. 
  As with normal armor, as long as this spell is active, it will protect a spell caster's verbals, 
  allowing him to cast spells while taking damage. 
  Charm
  Charm
  Charm
  Charm    
   Level 6
   Level 6
   Level 6
   Level 6    
  G C E
  G C E
  G C E
  G C E    
  Type: Mind 
  Type: Mind 
  Type: Mind 
  Type: Mind Affecting
  Affecting
  Affecting
  Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 hour
  Duration: 1 hour
  Duration: 1 hour
  Duration: 1 hour    
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Charm spell causes the target to treat the caster as though the caster is his best friend in 
  the world. The victim must stay by the caster's side and listen to his suggestions. 
  Although the caster is the victim's best friend, the victim will not mindlessly follow the caster's 
  orders, nor will he do anything which he would not normally do, unless the caster gives him a 
  very good reason.If the caster's party attacks the victim, the caster must give a convincing 
  reason why he is not helping to defend the victim, or the spell will be broken immediately. 
  A character already under the effects of a charm or friendship is not affected by a Charm 
  spell. 
  Circle of Power
  Circle of Power
  Circle of Power
  Circle of Power    
   Level 9
   Level 9
   Level 9
   Level 9    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration
  Duration
  Duration
  Duration: 1 hour
  : 1 hour
  : 1 hour
  : 1 hour    
  Scroll: N
  Scroll: N
  Scroll: N
  Scroll: N    
  The Circle of Power spell creates an impenetrable globe of force around the caster. No 
  weapons, spells, gases, or anything else may enter or leave the circle except air and spirits of 
  dead characters (unless the circle is set, see below). 
  To cast a Circle of Power, an unbroken circle (max. radius six feet) must be inscribed on the 
  ground around the caster, the verbal uttered, and the spell packet thrown on the ground at 
  the caster's feet. 
  Once cast, the caster must say "circle up" to raise the globe around him. While the circle is 
  up, spells may be cast within the circle but will not be able to affect anything outside the 
  circle. 
  
   
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  The circle may be raised and lowered ("circle down") as many times as the caster deems 
  necessary. When the circle is down, it provides no protection for those inside the circle. 
  People, weapons, gases, spells, etc. may enter and leave the circle while it is lowered. 
  If a living being steps on a lowered circle, the circle will not rise when the caster says "circle 
  up". Undead, Constructs, or any creatures without spirits, however, will be thrown off in one 
  direction or the other. The player who is playing the Undead or Construct will choose the 
  direction. 
  While the circle is up, the caster may "set" the circle by saying "circle set". This will disallow 
  entry to or exit by the spirits of dead characters. The circle may not be lowered while set. The 
  caster must say "circle unset" to "unset" the circle, followed by "circle down" to lower it. 
  The spell is broken if the caster leaves the circle, dies, or falls unconscious before the hour is 
  up. 
  Delayed Empower
  Delayed Empower
  Delayed Empower
  Delayed Empower    
   Level 2
   Level 2
   Level 2
   Level 2    
  G C E
  G C E
  G C E
  G C E    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Delayed Empower spell endows the recipient with extra strength. Unlike the Empower 
  spell, this spell may be saved until the character wishes to use it or the spell expires. 
  If used in conjunction with a swing, this spell adds two (2) points of damage to the character's 
  attack for one blow. The player must add the two points and call the appropriate damage 
  while swinging his weapon. This will not allow a character to affect a monster affected only by 
  magical damage. 
  The spell may be used in any other way that requires a great feat of strength. This includes, 
  but is not limited to: moving at full speed while carrying another character for ten (10) 
  seconds; throwing another character who is either willing, unconscious, or immobilized, up to 
  10 feet (throwing a character on a roof is not allowed). 
  More than one of this type of spell may be active on a character at a time (see chart), but 
  only one may be used at a time (only two points may be added by an Empower spell to any 
  one blow).    
      
  Destroy Mind
  Destroy Mind
  Destroy Mind
  Destroy Mind 
   Level 7
   Level 7
   Level 7
   Level 7    
  G   
  G   
  G   
  G       
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Destroy Mind spell allows the caster to bypass the targets armor and do twenty (20) 
  points of damage directly to the body. 
  A Destroy Mind will not affect mindless creatures such as undead, constructs, and golems. 
  Detect Magic
  Detect Magic
  Detect Magic
  Detect Magic    
   Level 2 
   Level 2 
   Level 2 
   Level 2 –––– Caster Only
   Caster Only
   Caster Only
   Caster Only    
  G C E
  G C E
  G C E
  G C E    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: 
  Item: 
  Item: 
  Item: YYYY    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Detect Magic spell causes a magical item or active spell to glow. This glow is visible only 
  to the caster. To determine if an item is magical, the item in question must be touched for a 
  duration of three seconds. If the target of this spell is a character with any spells active on 
  them at the time, the caster will know all spells that are active on them. 
   
   
   
  
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  Disarm
  Disarm
  Disarm
  Disarm    
   Level 1
   Level 1
   Level 1
   Level 1    
  G C E
  G C E
  G C E
  G C E    
  Type: Disarming
  Type: Disarming
  Type: Disarming
  Type: Disarming  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 seconds 
  Duration: 5 seconds 
  Duration: 5 seconds 
  Duration: 5 seconds     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Disarm spell allows a caster to disarm someone of any hand held item. The weapon must 
  be dropped to the ground and may not be picked up by the target player for five (5) seconds, 
  however, anyone else may pick it up. The exact item to be fumbled must be stated by the 
  caster. Saying, "I disarm you of your weapon" is not sufficient. 
  Spell packets are not in-game, and monsters' claws are attached to the monster, hence, they 
  may not be disarmed. 
  Disjunction
  Disjunction
  Disjunction
  Disjunction    
   Level 8
   Level 8
   Level 8
   Level 8    
  G C E 
  G C E 
  G C E 
  G C E     
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Disjunction spell will dispel any spell of 8th level or lower. All spells within the area of 
  affect that can be dispelled, are dispelled. The area of affect for this spell is a door sized area, 
  so it may be cast on a wall, door, pile of items, etc. 
  Spell shields as (Defend (E,8), Major Spell Shield (C,8), will protect all other spells on the 
  target from being dispelled and act as they would toward any other spell. Spell shields of 6th 
  level or lower (Minor Spell Shield (C,4), Reflect Magic (C,6), Return Magic (E,6), or Spell 
  Protection (E,4), will be dispelled along with all other spells on the target.  
  Dispel Greater Magic
  Dispel Greater Magic
  Dispel Greater Magic
  Dispel Greater Magic    
   Level 6
   Level 6
   Level 6
   Level 6    
  G C E
  G C E
  G C E
  G C E    
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Dispel Greater Magic spell will dispel any spell of 6th level or lower save, a Reflect Magic 
  (C,6) or Return Magic (E,6) spell.  
  Spell shields of 6th level and higher (Defend (E,8), Major Spell Shield (C,8), Reflect Magic 
  (C,6), and Return Magic (E,6) will protect all other spells on the target from being dispelled 
  and act as they would toward any other spell. Spell shields of 5th level or lower (Minor Spell 
  Shield (C,4), or Spell Protection (E,4) will be dispelled along with all other spells on the 
  target. 
  Dispel Lesser Magic
  Dispel Lesser Magic
  Dispel Lesser Magic
  Dispel Lesser Magic    
   Level 3
   Level 3
   Level 3
   Level 3    
  G C E
  G C E
  G C E
  G C E    
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Inst
  Duration: Inst
  Duration: Inst
  Duration: Instant 
  ant 
  ant 
  ant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Dispel Lesser Magic spell will dispel any spell of 3rd level or lower. All spells within the 
  area of affect that can be dispelled, are dispelled.  
  Spell shields of 4th level and higher (Defend (E,8), Major Spell Shield (C,8), Reflect Magic 
  (C,6), Return Magic (E,6), Minor Spell Shield (C,4), or Spell Protection (E,4)) will protect 
  all other spells on the target from being dispelled and will act as they would toward any other 
  spell. 
   
   
   
   
  
   
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  44    ---- The Game System of 
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  Doom
  Doom
  Doom
  Doom    
   Level 9
   Level 9
   Level 9
   Level 9    
  G C 
  G C 
  G C 
  G C     
  Type: Death
  Type: Death
  Type: Death
  Type: Death  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: In
  Duration: In
  Duration: In
  Duration: Instant 
  stant 
  stant 
  stant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Doom spell causes a living character's spirit to leave his body. This spell bypasses any 
  armor and dispels all active spells on the victim. The Life (E,9), or Revive (H,9) spells are the 
  only way to save a non-desecrated character that has been slain by a Doom spell. Those 
  desecrated can only be saved by a Death (E,9), or Revive (H,9) spells. 
  If the victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor 
  (E,7), then he will not die but will be left with one (1) body point. All active spells will be 
  dispelled. 
  Dragon's Breath
  Dragon's Breath
  Dragon's Breath
  Dragon's Breath    
   Level 8
   Level 8
   Level 8
   Level 8    
  G E
  G E
  G E
  G E    
  Type: Elemental and Fire
  Type: Elemental and Fire
  Type: Elemental and Fire
  Type: Elemental and Fire  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Dragon's Breath spell allows the caster to shoot a magical bolt of flame at a target, which 
  will do 32 points of magical damage. Due to its magical origin, it will not set anything on fire.  
  Drain Life
  Drain Life
  Drain Life
  Drain Life    
  Level 7
  Level 7
  Level 7
  Level 7    
  G C E
  G C E
  G C E
  G C E    
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Drain Life spell drains the majority of life energy from the victim, leaving only enough for 
  him to crawl. The victim may not fight, or cast spells. A Disjunction (C,8), Remedy (E,7), or 
  Renew (E,8) spell will restore the life force to the victim. 
  As no actual body points are taken with this spell, an attacker may not Killing Blow a character 
  who has had his life drained before subduing him (see Killing Blow in the Living and Dying 
  section) 
  Elemental Arrow
  Elemental Arrow
  Elemental Arrow
  Elemental Arrow    
  Level 5
  Level 5
  Level 5
  Level 5    
  EEEE    
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Elemental Arrow spell allows the caster to shoot a magical bolt of fire, ice or lightning at a 
  target, which will do 20 points of elemental damage. 
   
  Elemental Blade
  Elemental Blade
  Elemental Blade
  Elemental Blade    
  Level 4 
  Level 4 
  Level 4 
  Level 4     
  EEEE    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Elemental Blade spell is cast on a person and allows the target to add four (4) points of 
  damage for 3 consecutive swings with the type of element declared at casting. All damage 
  inflicted by this attack calls damage as fire, ice, or lightning (e.g. “6 ice!”). This spell may be 
  saved until the character wishes to use it or until the spell expires. 
   
   
   
  
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  SOLAR
  SOLAR    ----    45
  45
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  45 
  Elemental Blast
  Elemental Blast
  Elemental Blast
  Elemental Blast    
  Level 9
  Level 9
  Level 9
  Level 9    
  EEEE    
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Elemental Blast spell allows the caster to shoot a magical bolt of fire, ice or lightning at a 
  target, which will do 50 points of elemental damage. 
  EEEElemental Burst
  lemental Burst
  lemental Burst
  lemental Burst    
   Level 3
   Level 3
   Level 3
   Level 3    
  EEEE    
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning    
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  Allows the caster the ability to throw three (3) "5 <element>" packets. Caster must throw 
  the three packets consecutively in no more than three second intervals. 
  Elemental Dart
  Elemental Dart
  Elemental Dart
  Elemental Dart    
  Level 1
  Level 1
  Level 1
  Level 1    
  EEEE    
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Elemental Dart spell allows the caster to shoot a magical bolt of fire, ice or lightning at a 
  target, which will do 4 points of elemental damage. 
  Elemental Fury
  Elemental Fury
  Elemental Fury
  Elemental Fury    
  Level 9
  Level 9
  Level 9
  Level 9    
  EEEE    
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  Allows the caster the ability to throw three (3) "20 <element>" packets. Caster must throw 
  the three packets consecutively in no more than three second intervals 
  Elemental Maelstrom 
  Elemental Maelstrom 
  Elemental Maelstrom 
  Elemental Maelstrom     
   Level 6
   Level 6
   Level 6
   Level 6    
  EEEE    
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning
  Type: Elemental Fire/Ice/Lightning    
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  Allows the caster the ability to throw three (3) "10 <element>" packets. Caster must throw 
  the three packets consecutively in no more than three second intervals. 
  Elemental Shield
  Elemental Shield
  Elemental Shield
  Elemental Shield    
  Level 8 
  Level 8 
  Level 8 
  Level 8 –––– Caster Only
   Caster Only
   Caster Only
   Caster Only    
  EEEE    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection    
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Elemental Shield spell protects the caster from the next spell of fire/ice/lightning in 
  nature. The player must say "Flash – Elemental Shield" to denote that the spell shield 
  absorbed the spell and dissipated. This spell defense will be affected before a general spell 
  shield. (see Spell Defenses) 
  Empower
  Empower
  Empower
  Empower    
  Level 1
  Level 1
  Level 1
  Level 1    
  G C E
  G C E
  G C E
  G C E    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Empower spell endows the recipient with extra strength. This strength will be used in the 
  next feat the character performs which requires more than his average strength (i.e., it will not 
  be used for the character's next step but will be used for the character's next blow with his 
  
   
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  SOLAR
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  weapon). This will not allow a character to affect a monster that is only affected by magical 
  damage. 
  If used in conjunction with a swing, this spell adds two (2) points of damage to the character's 
  attack for one blow. The player must add the two points and call the appropriate damage 
  while swinging his weapon. 
  The spell may be used in any other way that requires a great feat of strength. This includes, 
  but is not limited to: moving at full speed while carrying another character for ten (10) 
  seconds; throwing another character who is either willing, unconscious, or immobilized, up to 
  10 feet (throwing a character on a roof is not allowed). More than one of this type of spell 
  may be active on a character at a time, but only one may be used at a time (only two points 
  may be added by an Empower spell to any one blow). 
  Enchanted Blade
  Enchanted Blade
  Enchanted Blade
  Enchanted Blade    
  Level 4
  Level 4
  Level 4
  Level 4    
  G C E
  G C E
  G C E
  G C E    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Enchanted Blade spell is cast on a person and allows the target to add two (2) points of 
  damage to three consecutive swings. All damage inflicted by this attack is magical, so call 
  damage as "x-magic!". This spell may be saved until the character wishes to use it or until the 
  spell expires. 
  Fire/Cold/Lightning Shield
  Fire/Cold/Lightning Shield
  Fire/Cold/Lightning Shield
  Fire/Cold/Lightning Shield    
  Level 5
  Level 5
  Level 5
  Level 5    
  EEEE    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Fire/Cold/Lightning Shield Spell protects the recipient from the next chosen elemental-
  based attack. The player must say "Flash – Fire/Cold/Lightning Shield" to denote that the 
  spell shield absorbed the spell and dissipated. The caster must decide at time of casting which 
  element he wants to be protected against. This spell cannot be worn with an Elemental Shield. 
  This spell defense will be affected before a general spell shield. (see Spell Defenses) 
  Flame Bolt
  Flame Bolt
  Flame Bolt
  Flame Bolt    
  Level 4
  Level 4
  Level 4
  Level 4    
  G E
  G E
  G E
  G E    
  Type: Elemental and Fire
  Type: Elemental and Fire
  Type: Elemental and Fire
  Type: Elemental and Fire  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Flame Bolt spell allows the caster to shoot a magical bolt of flame at a target, which will 
  do 16 points of magical damage. Due to its magical origin, it will not set anything on fire. 
  Force Armor
  Force Armor
  Force Armor
  Force Armor    
  Level 7
  Level 7
  Level 7
  Level 7    ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  C
  C
  C
  C    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  Grants the caster fifteen (15) points of armor. 
  As with normal armor, as long as this spell is active, it will protect a spell caster's verbals, 
  allowing him to cast spells while taking damage. 
   
   
   
   
   
  
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  Force Shield
  Force Shield
  Force Shield
  Force Shield    
  Level 8 
  Level 8 
  Level 8 
  Level 8 –––– Caster Only
   Caster Only
   Caster Only
   Caster Only    
  C
  C
  C
  C    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  This spell protects the caster from the next confining based attack. The player must say "Flash 
  – Force Shield" to denote that the spell shield absorbed the spell and dissipated. This shield is 
  affected before spell shields but after cloaks. 
  Honesty
  Honesty
  Honesty
  Honesty    
  Level 3
  Level 3
  Level 3
  Level 3    
  G C E
  G C E
  G C E
  G C E    
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Honesty spell requires the target character to answer the next three yes or no questions 
  asked of him, by the caster, truthfully. The target may, however, choose not to answer any or 
  all of those questions. The spell is active until the three questions have been asked or until the 
  hour expires. 
  If a character has an Honesty spell active when a Lie (E,3) spell is cast upon him, the spells 
  will cancel each other on a question-by-question basis. This means that if a character has not 
  answered any questions since the Honesty spell was cast, he would be able to answer the 
  questions any way he wishes. If, however, the target character had already answered one 
  question truthfully, the other two would only cancel two of the questions from the Lie spell, 
  and he would have to answer the last question falsely. 
  Ice Bolt
  Ice Bolt
  Ice Bolt
  Ice Bolt    
  Level 3
  Level 3
  Level 3
  Level 3    
  G E
  G E
  G E
  G E    
  Type: Elemental and Ice
  Type: Elemental and Ice
  Type: Elemental and Ice
  Type: Elemental and Ice 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Ice Bolt spell allows the caster to shoot a magical bolt of ice at a target, which will do 12 
  points of magical damage. 
  Ice Storm
  Ice Storm
  Ice Storm
  Ice Storm    
  Level 7
  Level 7
  Level 7
  Level 7    
  G E
  G E
  G E
  G E    
  Type: Eleme
  Type: Eleme
  Type: Eleme
  Type: Elemental and Ice
  ntal and Ice
  ntal and Ice
  ntal and Ice 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Ice Storm spell allows the caster to call forth a storm of ice from the sky and direct it at a 
  target. The storm will do 28 points of magical damage. 
  Imprison  
  Imprison  
  Imprison  
  Imprison      
  Level 8
  Level 8
  Level 8
  Level 8    
  C
  C
  C
  C    
  Type: Confining
  Type: Confining
  Type: Confining
  Type: Confining  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Durati
  Durati
  Durati
  Duration: Combat 
  on: Combat 
  on: Combat 
  on: Combat     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Imprison spell allows the caster to surround the target with a form-fitting wall of force. 
  This wall of force may be lowered by the caster, but doing so terminates the spell. While 
  imprisoned, the target may hear everything but may not move or speak. Only the caster may 
  kill the imprisoned being by giving it a Killing Blow.  No other character or monster can do 
  damage to the victim of this spell, even if the victim is in the process of "breaking" it. A being 
  that is imprisoned is not rooted to the ground and may be carried. The caster may also killing 
  blow creatures with the Imprison itself, even those requiring magic to hit them. 
  It takes 10 seconds, superhuman strength of +10 or greater to break an Imprison, and doing 
  so causes the target 25 points of damage. 
   
  
   
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  48    ---- The Game System of 
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  Lightning Bolt
  Lightning Bolt
  Lightning Bolt
  Lightning Bolt    
  Level 2
  Level 2
  Level 2
  Level 2    
  G E
  G E
  G E
  G E    
  Type: Elemental and Lightning
  Type: Elemental and Lightning
  Type: Elemental and Lightning
  Type: Elemental and Lightning 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Lightning Bolt spell allows the caster to shoot a magical bolt of lightning at a target, which 
  will do eight (8) points of magical damage. It will not, however, spark a fire. 
  Lightning Storm
  Lightning Storm
  Lightning Storm
  Lightning Storm    
  Level 6
  Level 6
  Level 6
  Level 6    
  G E
  G E
  G E
  G E    
  Type: Elemental and Lightning
  Type: Elemental and Lightning
  Type: Elemental and Lightning
  Type: Elemental and Lightning 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Lightning Storm spell allows the caster to call forth a storm of lightning from the sky and 
  direct it at a target. The storm will do 24 points of magical damage. It will not, however, 
  spark a fire. 
  Mage Armor
  Mage Armor
  Mage Armor
  Mage Armor    
  Level 5
  Level 5
  Level 5
  Level 5    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  A Mage Armor will protect the non-desecrated wearer from a Death (E,9), Doom (C,9), or 
  Imbue Death (N,9) spell, Critical Slay, or Fatal Blow. And will protect the desecrated wearer 
  from a Doom (C,9), Imbue Death (N,9), or Life (E,9) spells, Critical Slay or Fatal Blow. 
  However, the character will have only one Body Point left, and the Mage Armor will no 
  longer be active. A Mage Armor will also prevent a character from being knocked unconscious 
  as the result of a Waylay, an Endowed or Empowered Waylay, or a Magical Waylay. The 
  Waylay will still do the appropriate body damage to the victim. And the Mage Armor will be 
  expended. 
  An Endowed Magical Waylay will waylay through any protection short of toughness or 
  threshold. This will also expend the Mage Armor spell. 
  Magic Missile
  Magic Missile
  Magic Missile
  Magic Missile    
  Level 1
  Level 1
  Level 1
  Level 1    
  G 
  G 
  G 
  G     
  Type: Elemental
  Type: Elemental
  Type: Elemental
  Type: Elemental  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Magic Missile spell allows the caster to shoot a magical missile at a target, which will do 
  four (4) points of magical damage. 
  Major Spell Shield
  Major Spell Shield
  Major Spell Shield
  Major Spell Shield    
  Level 8
  Level 8
  Level 8
  Level 8    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Major Spell Shield spell protects the recipient from the next spell of 8th level or below 
  cast upon him. If the level of that next spell is 3rd through 8th, the player must say "Flash" to 
  denote that the spell shield absorbed the spell and dissipated. 
  However, if the level of that next spell is 1st or 2nd, the spell shield will absorb the spell but 
  will not be dissipated. The player wearing the Major Spell Shield must say "Flash" when hit 
  with a 1st or 2nd level spell. 
   
  
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  SOLAR    ----    49
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  Mind Blast
  Mind Blast
  Mind Blast
  Mind Blast    
  Level 5
  Level 5
  Level 5
  Level 5    
  G C 
  G C 
  G C 
  G C     
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: I
  Duration: I
  Duration: I
  Duration: Instant 
  nstant 
  nstant 
  nstant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Mind Blast spell allows the caster to bypass the targets armor and do ten (10) points of 
  damage directly to the body. 
  A Mind Blast will not affect mindless creatures such as undead, constructs, and golems. 
  Minor Spell Shield
  Minor Spell Shield
  Minor Spell Shield
  Minor Spell Shield    
  Level 4
  Level 4
  Level 4
  Level 4    
  G
  G
  G
  G C E
   C E
   C E
   C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Minor Spell Shield spell protects the recipient from the next spell of 4th level or below 
  cast upon him. If the level of that next spell is 4th level or below, the player must say "Flash" 
  to denote that the Spell Shield absorbed the spell and dissipated. 
  If that next spell is greater than 4th level, it will act as if no shield were there and will dissipate 
  the Minor Spell Shield. 
  Reflect Magic
  Reflect Magic
  Reflect Magic
  Reflect Magic    
  Level 6
  Level 6
  Level 6
  Level 6    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duratio
  Duratio
  Duratio
  Duration: 5 Game Days 
  n: 5 Game Days 
  n: 5 Game Days 
  n: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Reflect Magic spell protects the recipient from the next spell of 6th level or below cast 
  upon him by reflecting the spell back at the caster. If the level of that next spell is 6th level or 
  below, the player must say "Reflect" to denote that the spell shield reflected the spell and 
  dissipated. The character wearing the Reflect Magic spell is considered the caster of the 
  reflected spell. 
  If that next spell is greater than 6th level, it will act as if there were no Reflect and will 
  dissipate the Reflect Magic spell. 
  Repulse
  Repulse
  Repulse
  Repulse    
  Level 2
  Level 2
  Level 2
  Level 2    
  G C
  G C
  G C
  G C    
  Type: Repelling
  Type: Repelling
  Type: Repelling
  Type: Repelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Concentration 
  Duration: Concentration 
  Duration: Concentration 
  Duration: Concentration     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Repulse spell causes the target to remain at least ten (10) feet away from the caster. The 
  caster must hold a hand up with the palm of his hand toward the target. The caster may not 
  participate in combat or cast another spell while the Repulse spell is active. 
  Undead and elementals are unaffected by this spell. 
  Shackle
  Shackle
  Shackle
  Shackle    
  Level 9
  Level 9
  Level 9
  Level 9    
  C
  C
  C
  C    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  Binds the target to this plane in a corporeal state, the target may not phase, rift, teleport, 
  jump into shadows, etc. Only means of escaping is to leave the combat area. This spell does 
  not affect gaseous, Mist or Shadowform. 
   
  
   
  50
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  50    ---- The Game System of 
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  SOLAR
  SOLAR
  SOLAR 
      
  Shatter
  Shatter
  Shatter
  Shatter    
  Level 3
  Level 3
  Level 3
  Level 3    
  G C E
  G C E
  G C E
  G C E    
  Type: De
  Type: De
  Type: De
  Type: Destruction
  struction
  struction
  struction  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Shatter spell allows the caster to shatter an item and render it completely useless. It may 
  be cast on any weapon, shield, or item up to "shield" size. It will not make a hole the size of a 
  shield in a larger object. This spell also causes 20 points of damage to skeletal undead or 
  creatures made of metal. 
  This spell will not affect any  enchanted, gilded, adamantine, or mithral item. 
  Shatter Armor
  Shatter Armor
  Shatter Armor
  Shatter Armor    
  Level 5
  Level 5
  Level 5
  Level 5    
  G C
  G C
  G C
  G C    
  Type: Destruction
  Type: Destruction
  Type: Destruction
  Type: Destruction  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  SSSScroll: Y
  croll: Y
  croll: Y
  croll: Y    
  The Shatter Armor spell will shatter the target's armor, rendering it completely useless. The 
  target's Armor Points will be reduced to zero. This spell also causes 40 points of damage to 
  skeletal undead or creatures made of metal. 
  This spell will not affect any magically enchanted, gilded, or mithral armor. The Armor of the 
  Dead (E,7), Mage Armor (C,5), Spirit Armor (E,7), Shield (C,1), and Armor (C,2) spells 
  will protect the armor from being destroyed but will be used up in the process. 
  Shield
  Shield
  Shield
  Shield    
  Lev
  Lev
  Lev
  Level 1
  el 1
  el 1
  el 1    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Shield spell endows the recipient with four (4) extra Armor Points. These additional 
  points are the first Armor Points lost to damage. The shield spell can be combined and worn 
  with Armor of the Dead (E,7), or Spirit Armor (E,7) spells. It may not be combined with 
  Armor (C,2),  Barkskin (D,7), Bone Armor (N,7), or Force Armor (C,7) spells. 
  As with normal armor, as long as this spell is active, it will protect a spell caster's verbals, 
  allowing him to cast spells while taking damage.  
  Silence
  Silence
  Silence
  Silence    
  Level 5
  Level 5
  Level 5
  Level 5    
  G C E
  G C E
  G C E
  G C E    
  Type: Silencing
  Type: Silencing
  Type: Silencing
  Type: Silencing 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Silence spell seals the lips of the target so he may not speak. The target may not cast 
  spells or speak with anyone. However, he must still call damage in combat and announce spell 
  affects (i.e. "Flash", "Reflect", etc.). 
  Slow
  Slow
  Slow
  Slow    
  Level 4 
  Level 4 
  Level 4 
  Level 4     
  C
  C
  C
  C    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The target of this spell is reduced to half speed, making him unable to run or use the Dodge 
  skill. This spell has no affect on targets that are already at half speed. 
   
   
  
  The Game System of 
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  SOLAR
  SOLAR
  SOLAR    ----    51
  51
  51
  51 
      
  Snare
  Snare
  Snare
  Snare    
  Level 4
  Level 4
  Level 4
  Level 4    
  G C
  G C
  G C
  G C    
  Type: Confining
  Type: Confining
  Type: Confining
  Type: Confining  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Snare spell binds the arms of the target to his sides. The target may not cast spells or use 
  any weapons or shields. Since this spell does not affect the target's feet, he may still walk or 
  run and may leave the area. 
  It takes 4 seconds, superhuman strength of +4 or greater to break a Snare, and doing so 
  causes the target 6 points of damage. 
  Stasis
  Stasis
  Stasis
  Stasis    
   L
   L
   L
   Level 7 
  evel 7 
  evel 7 
  evel 7 –––– Caster Only
   Caster Only
   Caster Only
   Caster Only    
  C 
  C 
  C 
  C     
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: N
  Item: N
  Item: N
  Item: N    
  Duration: 10 Minutes
  Duration: 10 Minutes
  Duration: 10 Minutes
  Duration: 10 Minutes        
      
      
      
      
            
            
            
                
         Scroll: N
         Scroll: N
         Scroll: N
         Scroll: N    
  This spell locks the caster into a stasis, making him impervious to all outside events. While in 
  Stasis, the character may ONLY
  ONLY
  ONLY
  ONLY cast spells upon himself and is not affected by anything save 
  Disjunction (G,8), which returns the caster to normal form. He is completely immobile and 
  cannot be moved by any other force.  
  A character in stasis may not interact with his surroundings in any way. He may hear but not 
  speak. To represent stasis, the player must remain motionless with arms crossed over his head. 
  It is readily apparent that he is in stasis. 
  Storm Blade
  Storm Blade
  Storm Blade
  Storm Blade    
   Level 8 
   Level 8 
   Level 8 
   Level 8 –––– Caster Only
   Caster Only
   Caster Only
   Caster Only    
  EEEE    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Storm Blade spell allows the caster to add eight (8) points of elemental-based damage for 
  3 consecutive swings. This spell may be saved until the character wishes to use it or until the 
  spell expires. When calling damage while using this, the character should call "cold, flaming, 
  lightning" (e.g. "10-cold!") 
  Trance
  Trance
  Trance
  Trance    
  Level 5
  Level 5
  Level 5
  Level 5    
  G C E
  G C E
  G C E
  G C E    
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Trance spell causes the target to fall into a deep trance. He may only be awakened by 
  shaking for 10 seconds, by dispelling the spell, or by allowing it to run its course. 
  This spell does not affect mindless beings such as undead, constructs, or golems. 
  Trap
  Trap
  Trap
  Trap    
  Level 3
  Level 3
  Level 3
  Level 3    
  G C
  G C
  G C
  G C    
  Type: Confining
  Type: Confining
  Type: Confining
  Type: Confining  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Trap spell will cause the target's right foot to be pinned to the ground. The target may 
  pivot on the pinned foot but may not move it. 
  It takes 2 seconds, superhuman strength of +2 or greater to break a Trap, and doing so 
  causes the target 3 points of damage. 
  
   
  52
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  52    ---- The Game System of 
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   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
      
  Wall of Force
  Wall of Force
  Wall of Force
  Wall of Force    
  Level 7
  Level 7
  Level 7
  Level 7    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item
  Item
  Item
  Item: Y
  : Y
  : Y
  : Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  By scribing a line in the ground no more than ten (10) feet wide and saying the verbal, this 
  spell creates a translucent wall as wide as the line drawn with a height of (8) feet. The wall 
  may be raised and lowered by the caster at will if within arms reach. Only air and the spirits of 
  dead characters may move through the barrier. Once the caster leaves the combat area the 
  wall is dispelled. 
  Ward
  Ward
  Ward
  Ward    
  Level 9
  Level 9
  Level 9
  Level 9    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Event 
  Duration: 1 Event 
  Duration: 1 Event 
  Duration: 1 Event     
  Scroll: N
  Scroll: N
  Scroll: N
  Scroll: N    
  The Ward spell allows the caster to seal a room or building (cannot be cast on any moveable 
  objects such as chests). If someone were to look through an opening in the door or building 
  (i.e., window, door, hole, etc.), he would see a translucent field covering the opening. Only 
  air and the spirits of dead characters may move through the barrier. 
  When the spell is cast, a lock with a unique key in it must be placed somewhere in the building 
  which the Ward occupies. Once cast, the key must be removed from the lock to raise the 
  Ward. While the Ward is up, spells may be cast within it but will not be able to affect anything 
  outside of the Ward. 
  Placing the key in the lock will lower the Ward, and it will remain lowered as long as the key is 
  in the lock. The Ward may be raised and lowered as many times as necessary. When the Ward 
  is down, it provides no protection for those inside the Ward. People, weapons, gases, spells, 
  etc. may enter and leave the Ward while it is lowered. 
  The key must be uniquely constructed and approved by Logistics at Check-in. It is generally 
  made of two pieces of wood designed to fit together. There are also some for sale. Without an 
  approved Ward Key, one does not have a Ward. 
  If a living being steps on a Ward while  it is lowered, the Ward will not rise when the key is 
  removed. Non-living creatures (i.e., undead, golems, etc.), however, will be thrown off in one 
  direction or the other. The person playing the creature will choose the direction. 
  Web
  Web
  Web
  Web    
  Level 6
  Level 6
  Level 6
  Level 6    
  G C
  G C
  G C
  G C    
  Type: Confining
  Type: Confining
  Type: Confining
  Type: Confining  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Scroll: Y
  Scroll: Y
  Scroll: Y
  Scroll: Y    
  The Web spell allows the caster to immobilize his target from the neck down. The target may 
  still turn his head and talk. While trapped, the target may be given a Killing Blow (see Killing 
  Blow in the Living and Dying section). The caster may also killing blow creatures with the 
  Imprison itself, even those requiring magic to hit them. The web may not be cut. Any damage 
  done to the web will be applied to the victim instead. 
  It takes 6 seconds, superhuman strength of +6 or greater to break a Web, and doing so 
  causes the target 12 points of damage. 
   
   
   
   
  
  The Game System of 
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  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    53
  53
  53
  53 
  Wizard's Lock
  Wizard's Lock
  Wizard's Lock
  Wizard's Lock    
  Level 7
  Level 7
  Level 7
  Level 7    
  G C E
  G C E
  G C E
  G C E    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Event 
  Duration: 1 Event 
  Duration: 1 Event 
  Duration: 1 Event     
  Scroll: N
  Scroll: N
  Scroll: N
  Scroll: N    
  The Wizard's Lock spell allows the caster to seal a room or building. However, unlike the 
  Ward (C,9) spell, the Wizard's Lock spell may be cast on a moveable object such as a chest or 
  anything that can be logically locked. If someone were to look through an opening in the door 
  or building (i.e. window, door, hole, etc.), he would see a translucent field covering the 
  opening. Only air and the spirits of dead characters may move through the barrier. 
  When the spell is cast, a lock with a unique key in it must be placed somewhere in the 
  building/item which the Wizard's Lock occupies. Once cast, the key must be removed from 
  the lock to raise the Wizard's Lock. While the Wizard's Lock is up, spells may be cast within it 
  but will not be able to affect anything outside of the Wizard's Lock. 
  Placing the key in the lock will lower the Wizard's Lock, and it will remain lowered as long as 
  the key is in the lock. The Wizard's Lock may be raised and lowered as many times as 
  necessary. When the Wizard's Lock is down, it provides no protection for those inside the 
  Wizard's Lock. People, weapons, gases, spells, etc. may enter and leave the Wizard's Lock 
  while it is lowered. 
  The key must be uniquely constructed and approved by Logistics at Check-in. It is generally 
  made of two pieces of wood designed to fit together. There are also some for sale. Without an 
  approved key, one does not have a Wizard's Lock. 
  If a living being steps on a Wizard's Lock while it is lowered, the Wizard's Lock will not rise 
  when the key is removed. Non-living creatures (i.e. undead, golems, etc.), however, will be 
  thrown off in one direction or the other. The person playing the creature will choose the 
  direction. 
   
   
   
   
   
  
   
  54
  54
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  54    ---- The Game System of 
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   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
   
   
  Celestial Spell Reference Chart
  Spell Name
  Level
  Spell Verbal
  Damage
  Generalist
  Confinist
  Elementalist
  Type
  Duration
  Age Limb
  7
  I call upon time to age your <Limb>.
  X X X
  Metabolic
  10 Minutes
  Armor
  2
  I draw upon celestial arts to grant you an 
  armor to protect you.
  8 Armor
  X X X
  Protection
  5 Game Days
  Charm
  6
  I charm you to do my bidding.
  X X X Mind Affecting
  1 hour
  Circle of Power
  9
  I cast a circle of power about me; let none 
  enter here.
  X X X
  Protection
  1 hour
  Delayed Empower
  2
  I call upon Celestial arts to empower you 
  with a delayed empower.
  X X X
  Enchantment 5 Game Days
  Destroy Mind
  7
  With mental might I destroy your mind.
  20 Body
  X
  Mind Affecting
  Instant
  Detect Magic
  2
  I call upon the mystic forces to detect all 
  magics before me.
  X X X
  Enchantment
  Instant
  Disarm
  1
  I disarm you of your <item>.
  X X X
  Disarming
  5 Seconds
  Disjunction
  8
  I disjunct all magics with the power of 
  entropy.
  X X X
  Dispelling
  Instant
  Dispel Greater Magic
  6
  I call forth entropy to dispel all greater 
  magics before me.
  X X X
  Dispelling
  Instant
  Dispel Lesser Magic
  3
  I call upon entropy to dispel all lesser 
  magics before me.
  X X X
  Dispelling
  Instant
  Doom
  9
  I set your doom upon you.
  Dead unless 
  protected
  X X
  Death
  Instant
  Dragon's Breath
  8
  I call upon the Dragon's breath.
  32
  X
  X
  Elemental
  Instant
  Drain Life
  7
  With vampyric power, I drain your life.
  X X X
  Metabolic
  10 Minutes
  Elemental Arrow
  5
  I summon forth an elemental arrow of 
  "element".
  20 pts 
  "<element>"
  X
  Elemental
  Instant
  Elemental Blade
  4
  I call upon elemental cold/fire/lightning to 
  enchant your blade with ice/fire/lightning.
   +4 <element> 
  for 3 swings
  X
  Enchantment 5 Game Days
  Elemental Blast
  9
  I call forth an elemental blast of "element".
  50 pts 
  "<element>"
  X
  Elemental
  Instant
  Elemental Burst
  3
  I summon forth a burst from the plane of 
  <element>.
  3x "5 
  <element>"
  X
  Elemental
  Instant
  Elemental Dart
  1
  I smite you with an elemental dart of 
  "element".
  4 pts
  X
  Elemental
  Instant
  Elemental Fury
  9
  I summon forth a fury from the plane of 
  <element>.
  3x "20 
  <element>"
  X
  Elemental
  Instant
  Elemental Maelstrom
  6
  I summon forth a maelstrom from the plane 
  of <element>.
  3x "10 
  <element>"
  X
  Elemental
  Instant
  Elemental Shield
  8
  I grant you immunity to the elements that 
  you may have a shield to protect you.
  X
  Protection
  5 Game Days
  Empower
  1
  I empower you that you have the strength 
  of giants.
  first swing +2 
  damage
  X X X
  Enchantment 5 Game Days
  Enchanted Blade
  4
  I call upon celestial arts to enchant your 
  blade with magic.
   +2 "magic" for 
  3 swings
  X X X
  Enchantment 5 Game Days
  Fire/Cold/Lightning Shield
  5
  I grant you immunity to "element" that you 
  may have a shield to protect you.
  X
  Protection
  5 Game Days
  Flame Bolt
  4
  I call forth a flame bolt.
  16
  X
  X
  Elemental
  Instant
  Force Armor
  7
  I stike upon the eldritch anvil to forge an 
  armor of force to protect me.
  X
  Protection
  5 Game Days
  Force Shield
  7
  May this shield protect you from the forces 
  of confinement. 
  X
  Protection
  5 Game Days
  Honesty
  3
  I charge you with honesty to reveal the 
  answers I seek.
  X X X Mind Affecting
  1 Hour
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    55
  55
  55
  55 
  Celestial Spell Reference Chart
  Spell Name
  Level
  Spell Verbal
  Damage
  Generalist
  Confinist
  Elementalist
  Type
  Duration
  Ice Bolt
  3
  I strike you with an ice bolt.
  12
  X
  X
  Elemental
  Instant
  Ice Storm
  7
  From the north I call an ice storm forth.
  28
  X
  X
  Elemental
  Instant
  Imprison
  8
  I imprison you with eldritch force.
  X
  Confining
  Combat
  Lightning Bolt
  2
  I summon forth a lightning bolt.
  8
  X
  X
  Elemental
  Instant
  Lightning Storm
  6
  I call down a storm of thunder and 
  lightning.
  24
  X
  X
  Elemental
  Instant
  Mage Armor
  5
  I cast an eldritch force upon you, mage 
  armor to protect you.
  X X X
  Protection
  5 Game Days
  Magic Missile
  1
  I smite you with a magic missile.
  4
  X
  Elemental
  Instant
  Major Spell Shield
  8
  This charm will give you a major spell 
  shield to protect you.
  X X X
  Protection
  5 Game Days
  Mind Blast
  5
  I release a bolt to mind blast my foe.
  10 body
  X X
  Mind Affecting
  Instant
  Minor Spell Shield
  4
  This charm will give you a minor spell 
  shield to protect you.
  X X X
  Protection
  5 Game Days
  Reflect Magic
  6
  I give you a charm to reflect magic sent 
  against you.
  X X X
  Protection
  5 Game Days
  Repulse
  2
  I repulse this being from me.
  X X
  Repelling
  Hand Held 
  Up
  Shackle
  9
  I bind you to this plane with shackles of 
  force.
  X
  Enchantment
  Combat
  Shatter
  3
  I summon a force to shatter your <item>.
  X X X
  Destruction
  Instant
  Shatter Armor
  5
  I shatter armor as I would glass.
  X X
  Destruction
  Instant
  Shield
  1
  I weave a mystic force to shield you from 
  harm.
  4 Armor
  X X X
  Protection
  5 Game Days
  Silence
  5
  I bind your throat with a cord of silence.
  X X X
  Silencing
  10 Minutes
  Slow
  4
  I dam the flow of time to slow your body.
  X
  Enchantment
  Combat
  Snare
  4
  With mystic force I snare your arms.
  X X
  Confining
  Combat
  Stasis
  7
  I dam the flow of time to lock into stasis
  X
  Enchantment
  10 Minutes
  Storm Blade
  8
  I forge your blade with a storm of 
  "element". 
   +8 <element> 
  for 3 swings
  X
  Enchantment 5 Game Days
  Trance
  5
  I drop you into a trance.
  X X X Mind Affecting 10 Minutes
  Trap
  3
  I trap you where you stand.
  X X
  Confining
  Combat
  Wall of Force
  7
  I build a wall of force barring all entry.
  X X X
  Protection
  Concentration
  Ward
  9
  I form a ward about this place so that only 
  the possessor of the key may enter.
  X X X
  Protection
  1 Event
  Web
  6
  A web of force will seal your fate.
  X X
  Confining
  Combat
  Wizard's Lock
  7
  I build a wizard's lock that none may enter 
  without the key.
   
  X X X
  Protection
  1 Event
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  56
  56
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  56    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  EARTH SPELL DESCRIPTIONS 
  Reversible Spells
  Reversible Spells
  Reversible Spells
  Reversible Spells    
  Many of the spells from some of the schools of Earth Magic are reversible (e.g. Purify Blood 
  (E,5) and Poison (E,5)). These types of spells do not have to be learned or memorized 
  separately. The decision of how the spell is used is chosen at the time of casting by stating the 
  appropriate verbal. 
  Note: To the far right of the black bar are 4 letters that are a quick reference for what school 
  of magic can cast that spell. “G” stands for Earth Generalist, “D” stands for Druid, “H” stands 
  for Healer, and “N” stands for Necromancer. 
  Annihilate Undead
  Annihilate Undead
  Annihilate Undead
  Annihilate Undead    
  Level 9
  Level 9
  Level 9
  Level 9    
  H
  H
  H
  H    
  Type:  Undead Destruction 
  Type:  Undead Destruction 
  Type:  Undead Destruction 
  Type:  Undead Destruction     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration:  Instant
  Duration:  Instant
  Duration:  Instant
  Duration:  Instant    
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Annihilate Undead spell allows the caster to destroy, utterly, one Lesser Undead, 
  regardless of protections it is wearing. The affected undead, once destroyed, cannot be 
  brought back by any means, not even by a Death (E,9) spell.  
  This spell will do 75 points of damage to a Greater Undead, even if it is protected by an 
  Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7). 
  This spell will not affect living beings, although if a killing blown desecrated target is hit with it, 
  the body will be turned to dust. He must immediately go resurrect. 
  Armor of the Dead
  Armor of the Dead
  Armor of the Dead
  Armor of the Dead    
  Level 7
  Level 7
  Level 7
  Level 7    
  G D N
  G D N
  G D N
  G D N    
  Type:  Chaos and Protection
  Type:  Chaos and Protection
  Type:  Chaos and Protection
  Type:  Chaos and Protection    
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration:  5 Game Days
  Duration:  5 Game Days
  Duration:  5 Game Days
  Duration:  5 Game Days    
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  An Armor of the Dead will protect the non-desecrated wearer from a Death (E,9), Doom 
  (C,9), or Imbue Death (N,9) spell, Critical Slay, or Fatal Blow. And will protect the 
  desecrated wearer from a Doom (C,9), Imbue Death (N,9), or Life (E,9) spells or a Critical 
  Slay. However, the character will have only one Body Point left, and the Armor of the Dead 
  will no longer be active. An Armor of the Dead will also prevent a character from being 
  knocked unconscious as the result of a Waylay, an Endowed or Empowered Waylay, or a 
  Magical Waylay. The Waylay will still do the appropriate body damage to the victim. 
  An Armor of the Dead spell may be cast upon a dead body to negate the effects of the first 
  Life (E,9) or Revive (H,9) spell. 
  Reversible:  Spirit Armor (G,D) 
  Reversible:  Spirit Armor (G,D) 
  Reversible:  Spirit Armor (G,D) 
  Reversible:  Spirit Armor (G,D)     
  Barkskin
  Barkskin
  Barkskin
  Barkskin    
  Level 7 
  Level 7 
  Level 7 
  Level 7 ---- Caster only
   Caster only
   Caster only
   Caster only    
  D
  D
  D
  D    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Grants the caster fifteen (15) points of armor. 
  As with normal armor, as long as this spell is active, it will protect a spell caster's verbals, 
  allowing him to cast spells while taking damage. 
  
  The Game System of 
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  SOLAR
  SOLAR    ----    57
  57
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  Bind
  Bind
  Bind
  Bind    
  Level 5
  Level 5
  Level 5
  Level 5    
  G D H
  G D H
  G D H
  G D H    
  Type: Confining
  Type: Confining
  Type: Confining
  Type: Confining  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Bind spell binds the arms of the target to his sides. The target may not cast spells or use 
  any weapons or shields. Since this spell does not affect the targets feet, he may still walk, run, 
  and may leave the area. 
  It takes 4 seconds, superhuman strength of +4 or greater to break a Bind, and doing so 
  causes the target 6 points of body damage. 
  Reversible:  Unbind (G, D)
  Reversible:  Unbind (G, D)
  Reversible:  Unbind (G, D)
  Reversible:  Unbind (G, D)    
  Bless
  Bless
  Bless
  Bless    
  Level 1
  Level 1
  Level 1
  Level 1    
  G D H
  G D H
  G D H
  G D H    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Bless spell endows the recipient with four (4) extra Body Points but cannot be used to 
  revive an unconscious person. These Body Points are the first Body points lost to damage. 
  Reversible:  Corrupt (G, D)
  Reversible:  Corrupt (G, D)
  Reversible:  Corrupt (G, D)
  Reversible:  Corrupt (G, D)    
  Bone Armor
  Bone Armor
  Bone Armor
  Bone Armor    
  Level 7 
  Level 7 
  Level 7 
  Level 7 ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  N
  N
  N
  N    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Grants the caster fifteen (15) points of armor. 
  As with normal armor, as long as this spell is active, it will protect a spell caster's verbals, 
  allowing him to cast spells while taking damage.  
  Cause Critical Wounds
  Cause Critical Wounds
  Cause Critical Wounds
  Cause Critical Wounds    
  Level 6
  Level 6
  Level 6
  Level 6    
  G D N
  G D N
  G D N
  G D N    
  Type: Chaos
  Type: Chaos
  Type: Chaos
  Type: Chaos  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  This spell will heal (16) points of body to those that are desecrated, or restore a desecrated 
  unconscious character to consciousness. The Cause Critical Wounds spell also allows the caster 
  to bypass a target's armor and do sixteen (16) points of damage to those targets that are 
  healed by normal means. This spell will cure 32 Body Points of damage to an undead 
  creature. 
  Reversible:  Cure Critical Wounds (G, D)
  Reversible:  Cure Critical Wounds (G, D)
  Reversible:  Cure Critical Wounds (G, D)
  Reversible:  Cure Critical Wounds (G, D)    
  Cause Disease
  Cause Disease
  Cause Disease
  Cause Disease    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D N
  G D N
  G D N
  G D N    
  Type: Chaos and Metabolic
  Type: Chaos and Metabolic
  Type: Chaos and Metabolic
  Type: Chaos and Metabolic  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion:
  Potion:
  Potion:
  Potion: Y
   Y
   Y
   Y    
  The Cause Disease spell will infect the non-desecrated victim with a non-contagious, yet lethal, 
  disease. If not cured within one (1) hour, the victim will die. The disease may be cured by a 
  Cure Disease (E,3), Remedy (E,7), or Renew (E,8) spell. Or will cure a desecrated target of 
  any disease he has been inflicted with. While diseased, a character can fight but does so at –2 
  damage and cannot run or use the Dodge skill. Reversible:  Cure Disease (G, D)
  Reversible:  Cure Disease (G, D)
  Reversible:  Cure Disease (G, D)
  Reversible:  Cure Disease (G, D) 
  
   
  58
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  58    ---- The Game System of 
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  SOLAR
  SOLAR
  SOLAR 
  Cause Light Wounds
  Cause Light Wounds
  Cause Light Wounds
  Cause Light Wounds    
  Level 1
  Level 1
  Level 1
  Level 1    
  G D N
  G D N
  G D N
  G D N    
  Type: Chaos
  Type: Chaos
  Type: Chaos
  Type: Chaos  
  Item:
  Item:
  Item:
  Item: Y
   Y
   Y
   Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Cause Light Wounds spell allows the caster to bypass the target's armor and do two (2) 
  points of damage directly to the body, or will heal (2) points of body to those that are cured 
  by chaos. This spell will heal four (4) Body Points of an undead creature. 
  Reversible:  Cure Light Wounds (G, D)
  Reversible:  Cure Light Wounds (G, D)
  Reversible:  Cure Light Wounds (G, D)
  Reversible:  Cure Light Wounds (G, D)    
  Cause Serious Wounds
  Cause Serious Wounds
  Cause Serious Wounds
  Cause Serious Wounds    
  Level 4
  Level 4
  Level 4
  Level 4    
  G D N
  G D N
  G D N
  G D N    
  Type: Chaos
  Type: Chaos
  Type: Chaos
  Type: Chaos  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Cause Serious Wounds spell allows the caster to bypass the target's armor and do eight 
  (8) points of damage directly to the body, or will heal (8) points of body to those that are 
  cured by chaos. This spell will heal sixteen (16) Body Points of an undead creature. 
  Reversible:  Cure Serious Wounds (G, D)
  Reversible:  Cure Serious Wounds (G, D)
  Reversible:  Cure Serious Wounds (G, D)
  Reversible:  Cure Serious Wounds (G, D)    
  Cause Wounds
  Cause Wounds
  Cause Wounds
  Cause Wounds    
  2222nd
  nd
  nd
  nd Level
   Level
   Level
   Level    
  G D N 
  G D N 
  G D N 
  G D N     
  Type: Chaos
  Type: Chaos
  Type: Chaos
  Type: Chaos  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Cause Wounds spell allows the caster to bypass the target's armor and do four (4) points 
  of damage directly to the body, or will heal (4) points of body to those that are cured by 
  chaos. This spell will heal eight (8) Body Points of an undead creature. 
  Reversible:  Cure Wounds (G, D)
  Reversible:  Cure Wounds (G, D)
  Reversible:  Cure Wounds (G, D)
  Reversible:  Cure Wounds (G, D)    
  Circle of Protection
  Circle of Protection
  Circle of Protection
  Circle of Protection    
  9999th
  th
  th
  th Level
   Level
   Level
   Level    
  G H N
  G H N
  G H N
  G H N    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Other (1 hour) 
  Duration: Other (1 hour) 
  Duration: Other (1 hour) 
  Duration: Other (1 hour)     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Circle of Protection spell creates an impenetrable globe of force around the caster. No 
  weapons, spells, gases or anything else may enter or leave the circle, except air and spirits of 
  dead characters (unless the circle is set, see below). 
  To cast a Circle of Protection, an unbroken circle (max. radius six feet) must be inscribed on 
  the ground around the caster, the verbal uttered, and the spell packet thrown on the ground 
  at the caster's feet. 
  Once cast, the caster must say "circle up" to raise the globe around him. While the circle is 
  up, spells may be cast within the circle but will not be able to affect anything outside the 
  circle. 
  The circle may be raised and lowered ("circle down") as many times as the caster deems 
  necessary. When the circle is down, it provides no protection for those inside the circle. 
  People, weapons, gases, spells, etc. may enter and leave the circle while it is lowered. 
  If a living being steps on a lowered circle, the circle will not rise when the caster says "circle 
  up". Undead, Constructs, or any creatures without spirits, however, will be thrown off in one 
  direction or the other. The player who is playing the Undead or Construct will choose the 
  direction. 
  
  The Game System of 
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  SOLAR    ----    59
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  While the circle is up, the caster may "set" the circle by saying "circle set". This will disallow 
  entry to and exit by the spirits of dead characters. The circle may not be lowered while set. 
  The caster must say "circle unset" to "unset" the circle, followed by "circle down" to lower it. 
  The spell is broken if the caster leaves the circle, dies, or falls unconscious before the hour is 
  up. 
  Cleanse Blood
  Cleanse Blood
  Cleanse Blood
  Cleanse Blood    
  Level 5
  Level 5
  Level 5
  Level 5    
  H
  H
  H
  H    
  Type: Healing
  Type: Healing
  Type: Healing
  Type: Healing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Cleanse Blood spell will remove any foreign substance in the targets blood, this includes 
  the Poison (E,5) spell, poisons, alcohol, etc.  
  Cleanse Disease
  Cleanse Disease
  Cleanse Disease
  Cleanse Disease    
  Level 3
  Level 3
  Level 3
  Level 3    
  H
  H
  H
  H    
  Type: Healing
  Type: Healing
  Type: Healing
  Type: Healing 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1
  Duration: 1
  Duration: 1
  Duration: 10 Minutes 
  0 Minutes 
  0 Minutes 
  0 Minutes     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  Will cure a target of any disease he has been inflicted with. 
  Control Undead
  Control Undead
  Control Undead
  Control Undead    
  4444th
  th
  th
  th Level
   Level
   Level
   Level    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Control Undead spell will allow the caster to control all uncontrolled, Lesser Undead 
  within ten (10) feet of him. The caster may give each undead which he controls one 
  command (i.e., "Guard Me", "Kill Yourself", "Run That Way", etc.). Any commands which 
  would give the caster the ability to give the controlled undead more commands (i.e., "Obey 
  My Every Command", "Do what I tell you for an hour", etc.) are not acceptable. 
  Any Lesser Undead which are not within ten (10) feet of the caster are unaffected by the 
  spell. Greater Undead cannot be controlled with this spell. 
  Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However the 
  shield will be blown. The spell shields of living beings within the area of affect will be 
  unaffected. 
  Corrupt
  Corrupt
  Corrupt
  Corrupt    
  1111st
  st
  st
  st Level
   Level
   Level
   Level    
  G D N
  G D N
  G D N
  G D N    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Corrupt spell endows the desecrated recipient with four (4) extra Body Points but cannot 
  be used to revive an unconscious person. These Body Points are the first Body points lost to 
  damage. 
  Reversible:  Bless (G, D) 
  Reversible:  Bless (G, D) 
  Reversible:  Bless (G, D) 
  Reversible:  Bless (G, D)     
  Create Skeletal Warrior
  Create Skeletal Warrior
  Create Skeletal Warrior
  Create Skeletal Warrior    (Create Gho
  (Create Gho
  (Create Gho
  (Create Ghoul now in PLAY)
  ul now in PLAY)
  ul now in PLAY)
  ul now in PLAY)    
  9999th
  th
  th
  th Level
   Level
   Level
   Level    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Create Skeletal Warrior spell allows the caster to turn a non-undead, non-desecrated 
  creature that has received a Killing Blow, into a skeleton. The skeleton thus created will have 
  50 Body Points and whatever armor is left on the corpse. And take half damage from edged 
  
   
  60
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  60    ---- The Game System of 
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  SOLAR 
  weapons. Unlike create undead, the Skeleton can be healed even when it reaches zero Body 
  Points. 
  Once created, the caster controls the skeleton completely and is able to give it multiple 
  commands for one hour. 
  The skeleton has none of the skills or memories the victim had in life. It may only wield a 
  weapon and call +2 damage for that weapon. 
  The victim who has been created into a skeleton cannot be restored to life by any means. 
  Create Undead
  Create Undead
  Create Undead
  Create Undead    
  7777th
  th
  th
  th Level
   Level
   Level
   Level    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Create Undead spell allows the caster to turn a non-undead, non-desecrated creature that 
  has received a Killing Blow, into a zombie. The zombie thus created will have half the number 
  of Body Points the victim had in life and whatever armor is left on the corpse. If the zombie 
  ever reaches zero Body Points, it will turn to dust. 
  The caster may then give the zombie, which he created, one command (i.e., "Guard Me", 
  "Kill Yourself", "Walk That Way", etc.). Any commands which would give the caster the 
  ability to give the created undead more commands (i.e., "Obey My Every Command", "Do 
  what I tell you for an hour", etc.) are not acceptable. 
  The zombie has none of the skills or memories the victim had in life. It may only wield a 
  weapon and call base damage for that weapon. 
  The victim who has been created into a zombie cannot be restored to life by any means. 
  Cure Critical Wounds
  Cure Critical Wounds
  Cure Critical Wounds
  Cure Critical Wounds    
  Level 6
  Level 6
  Level 6
  Level 6    
  G D
  G D
  G D
  G D    
  Type: Curing
  Type: Curing
  Type: Curing
  Type: Curing  
  Item: 
  Item: 
  Item: 
  Item: YYYY    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  This spell will heal sixteen (16) points of body, or this spell can restore an unconscious 
  character to consciousness. The Cure Critical Wounds spell also allows the caster to bypass a 
  target's armor and do sixteen (16) points of damage to those targets that are normally cured 
  by chaos. This spell will cause thirty-two (32) Body Points of damage to an undead creature. 
  Reversible:  Cause Critical Wounds (G, D)
  Reversible:  Cause Critical Wounds (G, D)
  Reversible:  Cause Critical Wounds (G, D)
  Reversible:  Cause Critical Wounds (G, D)    
  Cure Disease
  Cure Disease
  Cure Disease
  Cure Disease    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D
  G D
  G D
  G D    
  Type: Curing
  Type: Curing
  Type: Curing
  Type: Curing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  Will cure a non-desecrated target of any disease he has been inflicted with. The Cure Disease 
  spell will also infect a desecrated victim with a non-contagious, yet painful, disease. The disease 
  may be cured by a Cause Disease (E,3), Remedy (E,7) or Waste (E,8) spell. 
  While diseased, a character can fight but does so at –2 damage and can cast spells but cannot 
  run or use the Dodge skill. 
  Reversible:  Cause Disease (G, D)
  Reversible:  Cause Disease (G, D)
  Reversible:  Cause Disease (G, D)
  Reversible:  Cause Disease (G, D)    
      
      
      
  
  The Game System of 
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  Cure Light Wounds
  Cure Light Wounds
  Cure Light Wounds
  Cure Light Wounds    
  Level 1
  Level 1
  Level 1
  Level 1    
  G D
  G D
  G D
  G D    
  Type: Curing
  Type: Curing
  Type: Curing
  Type: Curing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Pot
  Pot
  Pot
  Potion: Y
  ion: Y
  ion: Y
  ion: Y    
  This spell will heal two (2) points of body to those that are not desecrated, or this spell can 
  restore an unconscious character to consciousness, but will have no affect on a dead character. 
  The Cure Light Wounds spell also allows the caster to bypass a desecrated target's armor and 
  do two (2) points of damage directly to the victim’s body. 
  This spell will cause four (4) Body Points of damage to an undead creature. 
  Reversible:  Cause Light Wounds (G, D)
  Reversible:  Cause Light Wounds (G, D)
  Reversible:  Cause Light Wounds (G, D)
  Reversible:  Cause Light Wounds (G, D)    
  Cure Serious Wounds
  Cure Serious Wounds
  Cure Serious Wounds
  Cure Serious Wounds    
  Level 4
  Level 4
  Level 4
  Level 4    
  G D
  G D
  G D
  G D    
  Type: Curing
  Type: Curing
  Type: Curing
  Type: Curing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  This spell will heal eight (8) points of body to those that are not desecrated, or this spell can 
  restore an unconscious character to consciousness, but will have no affect on a dead character. 
  The Cure Serious Wounds spell also allows the caster to bypass a desecrated target's armor 
  and do eight (8) points of damage directly to the victim’s body. 
  This spell will cause sixteen (16) Body Points of damage to an undead creature.  
  Reversible:  Cause Serious Wounds (G, D)
  Reversible:  Cause Serious Wounds (G, D)
  Reversible:  Cause Serious Wounds (G, D)
  Reversible:  Cause Serious Wounds (G, D)    
  Cur
  Cur
  Cur
  Cure Wounds
  e Wounds
  e Wounds
  e Wounds    
  Level 2
  Level 2
  Level 2
  Level 2    
  G D
  G D
  G D
  G D    
  Type: Curing
  Type: Curing
  Type: Curing
  Type: Curing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  This spell will heal four (4) points of body to those that are not desecrated, or this spell can 
  restore an unconscious character to consciousness, but will have no affect on a dead character. 
  The Cure Wounds spell also allows the caster to bypass a desecrated target's armor and do 
  four (4) points of damage directly to the victim’s body. 
  This spell will cause eight (8) Body Points of damage to an undead creature. 
  Reversible:  Cause Woun
  Reversible:  Cause Woun
  Reversible:  Cause Woun
  Reversible:  Cause Wounds (G, D)
  ds (G, D)
  ds (G, D)
  ds (G, D)    
  Curse
  Curse
  Curse
  Curse    
  Level 8 
  Level 8 
  Level 8 
  Level 8     
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Cursing
  Type: Cursing
  Type: Cursing
  Type: Cursing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 Minutes
  Duration: 10 Minutes
  Duration: 10 Minutes
  Duration: 10 Minutes    
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Curse spell causes the victim to receive twice the amount of damage from any and all 
  sources until the spell is removed. The damage is doubled before being applied to the 
  character's defenses. 
  The Remove Curse (E,8) spell or a Resurrection is the only way to rid a character of this spell. 
  Reversible:  Remove Curse (G, D, H, N)
  Reversible:  Remove Curse (G, D, H, N)
  Reversible:  Remove Curse (G, D, H, N)
  Reversible:  Remove Curse (G, D, H, N)    
      
      
      
  
   
  62
  62
  62
  62    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Death
  Death
  Death
  Death    
  Level 9
  Level 9
  Level 9
  Level 9    
  G D
  G D
  G D
  G D    
  Type: Death
  Type: Death
  Type: Death
  Type: Death  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Death spell causes a living character's spirit to leave his body. This spell bypasses any 
  armor and dispels all active spells on the victim. Or this spell can bring back to life a killing 
  blown desecrated target.  A Life (E,9) and Revive (H,9) spells are the only ways to save a 
  character that has been slain by a Death spell. 
  If the victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor 
  (E,7), then he will not die but will be left with one (1) body point. All active spells will be 
  dispelled. 
  Reversib
  Reversib
  Reversib
  Reversible:  Life (G, D)
  le:  Life (G, D)
  le:  Life (G, D)
  le:  Life (G, D)    
  Decay
  Decay
  Decay
  Decay    
  Level 4
  Level 4
  Level 4
  Level 4    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: N
  Item: N
  Item: N
  Item: N    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  This spell will lower the dissipate count to two minutes. (See Living and Dying Section) Has no 
  affect if the target is already past two minutes on his dissipate count. 
  Defend
  Defend
  Defend
  Defend    
  Level 8
  Level 8
  Level 8
  Level 8    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Defend spell protects the recipient from the next spell of 8th level or below cast upon 
  him. If the level of that next spell is 3rd through 8th, the player must say "Flash" to denote 
  that the spell shield absorbed the spell and the tag must be pulled.  
  However, if the level of that spell is 1st or 2nd, the Defend will “flash” the spell but will not 
  be dissipated.  
  Destroy
  Destroy
  Destroy
  Destroy    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Destruction
  Type: Destruction
  Type: Destruction
  Type: Destruction  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duratio
  Duratio
  Duratio
  Duration: Instant 
  n: Instant 
  n: Instant 
  n: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Destroy spell allows the caster to shatter an item and render it completely useless. It may 
  be cast on any weapon, shield, or any item up to "shield" size. It will not make a hole the size 
  of a shield in a larger object. This spell also causes 20 points of damage to skeletal undead or 
  creatures made of metal. This spell will not affect any magically enchanted, gilded, 
  adamantine, or mithral items. 
  Destroy Armor
  Destroy Armor
  Destroy Armor
  Destroy Armor    
  Level 6
  Level 6
  Level 6
  Level 6    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Destruction
  Type: Destruction
  Type: Destruction
  Type: Destruction  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Destroy Armor spell will shatter the target's armor, rendering it completely useless. The 
  target's Armor Points will be reduced to zero. This spell also causes 40 points of damage to 
  skeletal undead or creatures made of metal. 
  This spell will not affect any magically enchanted, gilded, or mithral armor. The Armor of the 
  Dead (E,7), Mage Armor (C,5), Spirit Armor (E,7), Shield (C,1) and Armor (C,2) spells 
  will protect the armor from being destroyed but will be used up in the process. 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    63
  63
  63
  63 
  Destroy Undead
  Destroy Undead
  Destroy Undead
  Destroy Undead    
  Leve
  Leve
  Leve
  Level 7
  l 7
  l 7
  l 7    
  H N
  H N
  H N
  H N    
  Type: Undead Destruction
  Type: Undead Destruction
  Type: Undead Destruction
  Type: Undead Destruction  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Destroy Undead spell allows the caster to destroy, utterly, one Lesser Undead. The 
  affected undead, once destroyed, cannot be brought back by any means, not even by a Death 
  (E,9) spell. If the Lesser Undead is wearing an Armor of the Dead (E,7), Mage Armor (C,5), 
  or Spirit Armor (E,7), the defense will be dispelled and the Lesser Undead will have only one 
  (1) Body Point. 
  This spell will do 50 points of damage to a Greater Undead, even if it is protected by an 
  Armor of the Dead, Mage Armor, Rune of Resistance, or Spirit Armor. 
  This spell will not affect living beings, although if a killing blown desecrated target is hit with it, 
  the body is turned to dust. He must immediately go resurrect. 
  Reversible:  Create Undead (N)
  Reversible:  Create Undead (N)
  Reversible:  Create Undead (N)
  Reversible:  Create Undead (N)    
  Disrupt Enchantment
  Disrupt Enchantment
  Disrupt Enchantment
  Disrupt Enchantment    
  Level 6
  Level 6
  Level 6
  Level 6    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Dispelling 
  Type: Dispelling 
  Type: Dispelling 
  Type: Dispelling     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Disrupt Enchantments spell will dispel any spell of 6th level or lower, save a Reflect Magic 
  (C,6) or Return Magic (E,6) spell. All spells within the area of affect that can be dispelled, are 
  dispelled. The area of affect for this spell is a door-sized area. Therefore, it may be cast on a 
  wall, door, pile of items, etc. 
  Spell shields of 6th level and higher (Defend (E,8), Major Spell Shield (C,8), Reflect Magic, 
  and Return Magic) will protect all other spells on the target from being dispelled and will act 
  as they would toward any other spell. Spell shields of 5th level or lower (Minor Spell Shield 
  (C,4), Or Spell Protection (E,4)) will be dispelled along with all other spells on the target. 
  Elude Undead
  Elude Undead
  Elude Undead
  Elude Undead    
  Level 2 
  Level 2 
  Level 2 
  Level 2 ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  N
  N
  N
  N    
  Type: Necromancy 
  Type: Necromancy 
  Type: Necromancy 
  Type: Necromancy     
  Item: N
  Item: N
  Item: N
  Item: N    
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes 
  Duration: 10 Minutes     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Allows the caster to identify himself to all undead lesser and greater that they are a 
  Necromancer. The undead will not attack the caster, unless provoked. However caution is 
  advised when dealing with greater undead, they have been known to have the strength of will 
  to attack those even under an Elude Undead. 
  The character under the effects of an Elude Undead Spell must walk with one arm crossed 
  across his chest to show to others they are under the effects of the spell. 
  Endow
  Endow
  Endow
  Endow    
  Level 2
  Level 2
  Level 2
  Level 2    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Endow spell endows the recipient with extra strength. This strength will be used in the 
  next feat the character performs which requires more than his average strength (i.e., it will not 
  be used for the character's next step but will be used for the character's next blow with his 
  weapon). This will not allow a character to affect a monster that is only affected by magical 
  damage. 
  If used in conjunction with a swing, this spell adds two (2) points of damage to the character's 
  attack, for one blow. The player must add the two points and call the appropriate damage 
  while swinging his weapon. 
  
   
  64
  64
  64
  64    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  The spell may be used in any other way that requires a great feat of strength. This includes, 
  but is not limited to: moving at full speed while carrying another character for ten (10) 
  seconds; throwing another character who is either willing, unconscious, or immobilized, up to 
  10 feet (throwing a character on a roof is not allowed). 
  Entangle
  Entangle
  Entangle
  Entangle    
  Level 3 
  Level 3 
  Level 3 
  Level 3     
  D
  D
  D
  D    
  Type: Confining 
  Type: Confining 
  Type: Confining 
  Type: Confining     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Causes the victim to be immobilized from the neck down, and rooted to the spot where 
  entangled. The Entangle spell may be “snapped” with any endow/empower spell. 
  Creatures with superhuman strength of +2 or greater can snap an Entangle and take no 
  damage from doing so. 
  Fear 
  Fear 
  Fear 
  Fear     
  Level 3
  Level 3
  Level 3
  Level 3    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Dura
  Dura
  Dura
  Duration: 1 Minute 
  tion: 1 Minute 
  tion: 1 Minute 
  tion: 1 Minute     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Fear spell causes the target to be afraid of the caster. The victim must flee the area and 
  avoid the caster completely for one (1) minute, or until the caster is slain by a being other 
  than the victim. As you are running from the combat area you can attack and defend yourself 
  from any other attacker, or cast spells and drink potions to remove the fear effect. 
  Reversible:  Remove Fear (G, D, H, N)
  Reversible:  Remove Fear (G, D, H, N)
  Reversible:  Remove Fear (G, D, H, N)
  Reversible:  Remove Fear (G, D, H, N)    
  Friendship
  Friendship
  Friendship
  Friendship    
  Level 7
  Level 7
  Level 7
  Level 7    
  G D H
  G D H
  G D H
  G D H    
  Type: Mind Affecting 
  Type: Mind Affecting 
  Type: Mind Affecting 
  Type: Mind Affecting     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Other (1 hour) 
  Duration: Other (1 hour) 
  Duration: Other (1 hour) 
  Duration: Other (1 hour)     
  PPPPotion: N
  otion: N
  otion: N
  otion: N    
  The Friendship spell causes the target to treat the caster as though the caster is his best friend 
  in the world. The victim must stay by the caster's side and listen to his suggestions. 
  Although the caster is the victim's best friend, the victim will not mindlessly follow the caster's 
  orders, nor will he do anything which he would not normally do, unless the caster gives him a 
  very good reason. 
  If the caster's party attacks the victim, the caster must give a convincing reason why he is not 
  helping defend the victim or the spell will be broken immediately. 
  A character already under the Effects of a Charm or Friendship is not affected by a Friendship 
  spell. 
  Fumble
  Fumble
  Fumble
  Fumble    
  Level 1
  Level 1
  Level 1
  Level 1    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Disarming 
  Type: Disarming 
  Type: Disarming 
  Type: Disarming     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 seconds 
  Duration: 5 seconds 
  Duration: 5 seconds 
  Duration: 5 seconds     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Fumble spell allows a caster to disarm someone of any hand-held item. The item must be 
  dropped to the ground and may not be picked up by the victim for five (5) seconds. However 
  anyone else may pick it up. The item to be fumbled must be stated by the caster. Saying, "I 
  command you to fumble your weapon," is not sufficient.  
   
   
   
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    65
  65
  65
  65 
  Greater Bless
  Greater Bless
  Greater Bless
  Greater Bless    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D H
  G D H
  G D H
  G D H    
  Type: Enchantment 
  Type: Enchantment 
  Type: Enchantment 
  Type: Enchantment     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Greater Bless spell endows the recipient with eight (8) extra Body Points, but cannot be 
  used to revive an unconscious person. These Body Points are the first Body Points lost to 
  damage. Reversible:  Greater Corrupt (G, D)
  Reversible:  Greater Corrupt (G, D)
  Reversible:  Greater Corrupt (G, D)
  Reversible:  Greater Corrupt (G, D) 
  Greater Control Undead
  Greater Control Undead
  Greater Control Undead
  Greater Control Undead    
  Level 7
  Level 7
  Level 7
  Level 7    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Greater Control Undead spell will allow the caster to control all uncontrolled, Lesser 
  Undead within ten (10) feet of him. The caster may give each undead which he controls 
  multiple commands (i.e., "Guard Me", "Kill Yourself", "Run That Way", etc.). Any Lesser 
  Undead which are not within ten (10) feet of the caster are unaffected by the spell. Greater 
  Undead cannot be controlled with this spell. 
  Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However the 
  shield will be blown. The spell shields of living beings within the area of affect will be 
  unaffected. 
  Greater Corrupt
  Greater Corrupt
  Greater Corrupt
  Greater Corrupt    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D N
  G D N
  G D N
  G D N    
  Type: Enchantment 
  Type: Enchantment 
  Type: Enchantment 
  Type: Enchantment     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Greater Corrupt spell endows the desecrated recipient with eight (8) extra Body Points, 
  but cannot be used to revive an unconscious person. These Body Points are the first Body 
  Points lost to damage. 
  Reversible:  Greater Bless (G, D)
  Reversible:  Greater Bless (G, D)
  Reversible:  Greater Bless (G, D)
  Reversible:  Greater Bless (G, D)    
  Greater Endow
  Greater Endow
  Greater Endow
  Greater Endow    
  Level 4
  Level 4
  Level 4
  Level 4    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Enchantment 
  Type: Enchantment 
  Type: Enchantment 
  Type: Enchantment     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Greater Endow spell endows the recipient with extra strength. Unlike the Endow spell, 
  this spell may be saved until the character wishes to use it or until the spell expires. 
  If used in conjunction with a swing, this spell adds four (4) points of damage to the character's 
  attack for one blow. The player must add the four points and call the appropriate damage 
  while swinging his weapon. This will not allow a character to affect a monster that is only 
  affected by magical damage. 
  The spell may be used in any other way that requires a great feat of strength. This includes but 
  is not limited to: moving at full speed while carrying another character for ten (10) seconds; 
  throwing another character who is either willing, unconscious, or immobilized, up to 10 feet 
  (throwing a character on a roof is not allowed). 
  More than one of this type of spell may be active on a character at a time (see Stacking 
  Attack Spells), but only one may be used at a time (only four points may be added by a 
  Greater Endow spell to any one blow).  
   
   
   
  
   
  66
  66
  66
  66    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Heal Critical Wounds
  Heal Critical Wounds
  Heal Critical Wounds
  Heal Critical Wounds    
  Level 6
  Level 6
  Level 6
  Level 6th
  th
  th
  th    
  H
  H
  H
  H    
  Type: H
  Type: H
  Type: H
  Type: Healing 
  ealing 
  ealing 
  ealing     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Will heal thirty-two (32) points of body to any target that is not undead, or this spell can 
  restore an unconscious character to consciousness. 
  This spell will cause thirty-two (32) Body Points of damage to an undead creature. 
  Heal Light Wounds
  Heal Light Wounds
  Heal Light Wounds
  Heal Light Wounds    
  Level 1st 
  Level 1st 
  Level 1st 
  Level 1st     
  H
  H
  H
  H    
  Type: Healing 
  Type: Healing 
  Type: Healing 
  Type: Healing     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Will heal four (4) points of body to any target that is not undead, or this spell can restore an 
  unconscious character to consciousness, but will have no affect on a assassinated or dead 
  character. 
  This spell will cause four (4) Body Points of damage to an undead creature. 
  Heal Mortal Wounds
  Heal Mortal Wounds
  Heal Mortal Wounds
  Heal Mortal Wounds    
  Level 8
  Level 8
  Level 8
  Level 8th
  th
  th
  th    
  H
  H
  H
  H    
  Type: Healing 
  Type: Healing 
  Type: Healing 
  Type: Healing     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Will heal forty-eight (48) points of body points to any target that is not undead, or this spell 
  can restore an unconscious character to consciousness, but will have no affect on a dead 
  character. 
  This spell will cause forty-eight (48) Body Points of damage to an undead creature. 
  Heal Serious Wounds
  Heal Serious Wounds
  Heal Serious Wounds
  Heal Serious Wounds    
  Level 4
  Level 4
  Level 4
  Level 4th
  th
  th
  th    
  H
  H
  H
  H    
  Type: Healing 
  Type: Healing 
  Type: Healing 
  Type: Healing     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Will heal sixteen (16) points of body to any target that is not undead, or this spell can restore 
  an unconscious character to consciousness, but will have no affect on a assassinated or dead 
  character. 
  This spell will cause sixteen (16) Body Points of damage to an undead creature. 
  Heal Wounds
  Heal Wounds
  Heal Wounds
  Heal Wounds    
  Level 2
  Level 2
  Level 2
  Level 2nd
  nd
  nd
  nd    
  H
  H
  H
  H    
  Type: Healing 
  Type: Healing 
  Type: Healing 
  Type: Healing     
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Will heal eight (8) points of body to any target that is not undead, or this spell can restore an 
  unconscious character to consciousness, but will have no affect on a assassinated or dead 
  character. 
  This spell will cause eight (8) Body Points of damage to an undead creature. 
   
   
   
   
   
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    67
  67
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  67 
  Healing Hands
  Healing Hands
  Healing Hands
  Healing Hands    
  Level 3
  Level 3
  Level 3
  Level 3rd  
  rd  
  rd  
  rd  ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  H
  H
  H
  H    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration
  Duration
  Duration
  Duration: 10 Minutes 
  : 10 Minutes 
  : 10 Minutes 
  : 10 Minutes     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Healing Hands spell allows the caster to heal someone of wounds and take the wounds 
  upon himself. The character can only heal up to his last body point, and must transfer his 
  body tags to the healed character. This healing only heals those that are bleeding to death or 
  are wounded, this has no effect on a character that has been killing blown. (see living and 
  dying section) 
  Imbue Death
  Imbue Death
  Imbue Death
  Imbue Death    
  Level 9
  Level 9
  Level 9
  Level 9    
  N
  N
  N
  N    
  Type: Death
  Type: Death
  Type: Death
  Type: Death  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Imbue Death spell causes a living targets spirit (those healed by chaos or not) to leave his 
  body, unless protected. This spell bypasses any armor and dispels all active spells on the 
  victim. By using the Death Spell Incantation this spell can bring back to life a killing blown 
  target that is normally healed by chaos. A Life (E,9), or Revive (H,9) spells are the only way 
  to save a character that has been slain by an Imbue Death spell. 
  If the victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor 
  (E,7), then he will not die but will be left with one (1) body point. All active spells will be 
  dispelled. 
  Inflict Critical Wounds
  Inflict Critical Wounds
  Inflict Critical Wounds
  Inflict Critical Wounds    
  Level 6
  Level 6
  Level 6
  Level 6    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Inflict Critical Wounds spell allows the caster to bypass the target's armor and do sixteen 
  (16) points of damage directly to the body, or heal those that are Necromantic Tainted. This 
  spell will heal thirty-two (32) Body Points of an undead creature. 
  Inflict Disease
  Inflict Disease
  Inflict Disease
  Inflict Disease    
  Level 3
  Level 3
  Level 3
  Level 3    
  N
  N
  N
  N    
  Type: Necromancy and Metabolic
  Type: Necromancy and Metabolic
  Type: Necromancy and Metabolic
  Type: Necromancy and Metabolic  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1
  Duration: 1
  Duration: 1
  Duration: 1 Hour 
   Hour 
   Hour 
   Hour     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Inflict Disease spell will infect the victim with a non-contagious, yet lethal, disease. If not 
  cured within one (1) hour, the victim will die. The disease may be cured by a Cure Disease 
  (E,3), Remedy (E,7), or Renew (E,8) spell. Or will cure a Necromantic Tainted target of any 
  disease he has been inflicted with. 
  While diseased, a character can fight but does so at –2 damage and can cast spells but cannot 
  run. 
  Inflict Light Wounds
  Inflict Light Wounds
  Inflict Light Wounds
  Inflict Light Wounds    
  Level 1
  Level 1
  Level 1
  Level 1    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  PPPPotion: N
  otion: N
  otion: N
  otion: N    
  The Inflict Light Wounds spell allows the caster to bypass the target's armor and do two (2) 
  points of damage directly to the body, or heal those that are Necromantic Tainted. This spell 
  will heal four (4) Body Points of an undead creature. 
   
   
  
   
  68
  68
  68
  68    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Infl
  Infl
  Infl
  Inflict Mortal Wounds
  ict Mortal Wounds
  ict Mortal Wounds
  ict Mortal Wounds    
  Level 8
  Level 8
  Level 8
  Level 8    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Inflict Mortal Wounds spell allows the caster to bypass the target's armor and do twenty 
  (24) points of damage directly to the body, or heal those that are Necromantic Tainted. This 
  spell will heal forty-eight (48) Body Points of an undead creature. 
  Inflict Poison
  Inflict Poison
  Inflict Poison
  Inflict Poison    
  Level 5
  Level 5
  Level 5
  Level 5    
  N
  N
  N
  N    
  Type: Metabolic and Necromancy
  Type: Metabolic and Necromancy
  Type: Metabolic and Necromancy
  Type: Metabolic and Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Other (until the victim dies) 
  Duration: Other (until the victim dies) 
  Duration: Other (until the victim dies) 
  Duration: Other (until the victim dies)     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Inflict Poison spell will contaminate the blood of the victim. The victim loses a Body Point 
  every minute until dead.  
  While poisoned, the inflicted target will be unable to fight, cast spells, or run. He must slowly 
  crawl wherever he wishes to go. The target may not be given a Killing Blow until subdued. 
  The points lost by a character due to this spell may not be restored until the character has 
  received a Purify Blood (E,5), Remedy (E,7) or Renew (E,8) spell. 
  Inflict Serious Wounds
  Inflict Serious Wounds
  Inflict Serious Wounds
  Inflict Serious Wounds    
  Level 4 
  Level 4 
  Level 4 
  Level 4     
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Inflict Serious Wounds spell allows the caster to bypass the target's armor and do eight 
  (8) points of damage directly to the body, or heal those that are Necromantic Tainted. This 
  spell will heal sixteen (16) Body Points of an undead creature. 
  Inflict Wounds
  Inflict Wounds
  Inflict Wounds
  Inflict Wounds    
  2222nd
  nd
  nd
  nd    Level
  Level
  Level
  Level    
  N
  N
  N
  N    
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy
  Type: Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Inflict Wounds spell allows the caster to bypass the target's armor and do four (4) points 
  of damage directly to the body, or heal those that are Necromantic Tainted. This spell will 
  heal eight (8) Body Points of an undead creature. 
  Lie
  Lie
  Lie
  Lie    
  3333rd
  rd
  rd
  rd Level
   Level
   Level
   Level    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Lie spell requires the target character to answer the next three (3) yes or no questions 
  asked of him falsely, yet believably. The target may, however, choose not to answer any or all 
  of those questions. The spell is active until three questions have been answered or until the 
  hour duration has expired. 
  If a character has a Lie spell active when a Truth (E,3) or Honesty (C,3) spell is cast on him, 
  the spells will cancel each other on a question-by-question basis. This means that if a character 
  has not answered any questions since the Lie spell was cast, he would be able to answer the 
  questions any way he wishes. If, however, the target character had already answered one 
  question falsely, the other two would only cancel two of the questions of the Truth/Honesty 
  spell, and he would have to answer the last question truthfully. 
  Reversible:  Truth (G, D, H, N)
  Reversible:  Truth (G, D, H, N)
  Reversible:  Truth (G, D, H, N)
  Reversible:  Truth (G, D, H, N)    
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    69
  69
  69
  69 
  Life
  Life
  Life
  Life    
  Level 9
  Level 9
  Level 9
  Level 9    
  G D
  G D
  G D
  G D    
  Type: Life
  Type: Life
  Type: Life
  Type: Life  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Life spell causes the spirit of a target that is normally healed by chaos to leave his body. 
  This spell bypasses any armor and dispels all active spells on the victim. Or this spell can bring 
  back to life a target that is at the dead status, if not normally healed by chaos.  
  If the intended victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit 
  Armor (E,7), then he will not die but will be left with one (1) body point. All active spells 
  will be dispelled. 
  This spell will kill lesser undead unless it is wearing an Armor of the Dead (E,7), Mage Armor 
  (C,5), or Spirit Armor (E,7), then it will not die but will be left with one (1) body point. This 
  spell will also cause 50 points of damage to Greater Undead. 
  Reversible:  Death (G, D)
  Reversible:  Death (G, D)
  Reversible:  Death (G, D)
  Reversible:  Death (G, D)    
  Light
  Light
  Light
  Light    
  Level 1
  Level 1
  Level 1
  Level 1    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Spell Reset 
  Duration: 1 Spell Reset 
  Duration: 1 Spell Reset 
  Duration: 1 Spell Reset     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Light spell allows the caster to cause a magical light to emanate from an object. The 
  object may be carried by anyone. The light is diffuse and may not be used to blind opponents. 
  Glow sticks are the preferred phys-rep for this spell. If a flashlight is used, it must be covered 
  with cloth, tissue paper, etc. to diffuse the light. 
  Mistform
  Mistform
  Mistform
  Mistform    
  Level 6 
  Level 6 
  Level 6 
  Level 6 ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  G D H
  G D H
  G D H
  G D H    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Ite
  Ite
  Ite
  Item: N
  m: N
  m: N
  m: N    
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Mistform spell transforms the caster into cloud of mist which is not affected by anything 
  save Dispel Greater Magic (C,6), Disrupt Enchantments (E,6), or Disjunction (C,8) spells, all 
  of which return the caster to his normal form. An Imprison (Con,8) spell will also effectively 
  capture the character in a Mistform. Radius attacks (i.e. Traps) have full effect against 
  characters in Mistform. 
  A character in Mistform can be seen by other characters, though they may not interact with 
  each other. 
  While in Mistform, the player must have his arms across his chest. He may walk, but not run, 
  and may hear but not speak. He may not affect the physical world in any way. 
  Reversible:  Shadowform (G, D)
  Reversible:  Shadowform (G, D)
  Reversible:  Shadowform (G, D)
  Reversible:  Shadowform (G, D)    
  Mute
  Mute
  Mute
  Mute    
  Level 5
  Level 5
  Level 5
  Level 5    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Sil
  Type: Sil
  Type: Sil
  Type: Silencing
  encing
  encing
  encing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Mute spell seals the lips of the target so that he may not speak. The target may not cast 
  spells or speak with anyone. However he must still call damage in combat and announce spell 
  affects (i.e. "Flash", "Reflect", etc.). 
   
   
  
   
  70
  70
  70
  70    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Paralyze
  Paralyze
  Paralyze
  Paralyze    
  Level 8
  Level 8
  Level 8
  Level 8    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Paralyze spell completely immobilizes the target. He may not move any part of his body. 
  Other characters may move parts of his body to pose him and may also give the victim a 
  Killing Blow. A Disjunction (C,8), Remedy (E,7) or Unparalyze (E,8) spells will release the 
  victim from his paralysis. 
  Reversible:  Unparalyze (G, D, H, N)
  Reversible:  Unparalyze (G, D, H, N)
  Reversible:  Unparalyze (G, D, H, N)
  Reversible:  Unparalyze (G, D, H, N)    
  Pin
  Pin
  Pin
  Pin    
  Level 2
  Level 2
  Level 2
  Level 2    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Confining
  Type: Confining
  Type: Confining
  Type: Confining  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Pin spell will cause the target's right foot to be pinned to the ground. The target may 
  pivot on the pinned foot but may not move it. 
  It takes 2 seconds, superhuman strength of +2 or greater to break a Pin, and doing so causes 
  the target 3 points of damage. 
  Poison
  Poison
  Poison
  Poison    
  Level 5
  Level 5
  Level 5
  Level 5    
  G D N
  G D N
  G D N
  G D N    
  Type: Metabolic and Chaos
  Type: Metabolic and Chaos
  Type: Metabolic and Chaos
  Type: Metabolic and Chaos  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Other (until the victim dies) 
  Duration: Other (until the victim dies) 
  Duration: Other (until the victim dies) 
  Duration: Other (until the victim dies)     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Poison spell will contaminate the blood of the victim. The victim loses a Body Point every 
  minute until dead. This spell also removes any foreign substance in a targets blood that is 
  normally healed by chaos. This includes the Purify Blood (E,5) spell, poisons, alcohol, etc. 
  While poisoned, the inflicted target will be unable to fight, cast spells, or run. He must slowly 
  crawl wherever he wishes to go. The target may not be given a Killing Blow until subdued. 
  The points lost by a character due to this spell may not be restored until the character has 
  received a Disjunction (C,8), Purify Blood (E,5), Remedy (E,7) or Renew (E,8) spell. 
  Reversible:  P
  Reversible:  P
  Reversible:  P
  Reversible:  Purify Blood (G, D)
  urify Blood (G, D)
  urify Blood (G, D)
  urify Blood (G, D)    
  Preserve
  Preserve
  Preserve
  Preserve    
  4444th
  th
  th
  th Level
   Level
   Level
   Level    
  H N
  H N
  H N
  H N    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: N
  Item: N
  Item: N
  Item: N    
  Duration: Special 
  Duration: Special 
  Duration: Special 
  Duration: Special     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Resets the targets dissipate count to 5 minutes.  (see living and dying) Can only be cast once 
  per time the target reaches the Dead Status. 
  Proscribe Creature
  Proscribe Creature
  Proscribe Creature
  Proscribe Creature    
  Level 9
  Level 9
  Level 9
  Level 9    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: N
  Item: N
  Item: N
  Item: N    
  Duration: 1 Event 
  Duration: 1 Event 
  Duration: 1 Event 
  Duration: 1 Event     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Proscribe Creature spell allows the caster to prohibit one specific type of creature (i.e., 
  Lesser Undead, Drae, Ogres, etc.) from entering a room. The creature against which the 
  Proscribe is made can still talk with those in a room and can still toss things, such as spell packs 
  or other items, into the room. This spell may be thrown on only one room, not a building 
  with multiple rooms. The spell must be noted on the Marshal notes for a building, and  the 
  spell tag with the name of the creature written on the back of it, must be taped to the notes. 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    71
  71
  71
  71 
  To cast this spell, the caster must sit "Indian-style" with his head down in the middle of the 
  room to be enchanted and concentrate for ffffive full minutes
  ive full minutes
  ive full minutes
  ive full minutes prior to saying the verbal. During 
  this time, the caster may do nothing other than concentrate on the spell (i.e. speak, fight, cast 
  other spells, etc.). If he is disturbed in any way including, but not restricted to, a harmless pat 
  on the back, he must begin the five minutes of concentration again. More than one Proscribe 
  Creature spell may be cast on the same room. 
  Purify Blood
  Purify Blood
  Purify Blood
  Purify Blood    
  Level 5
  Level 5
  Level 5
  Level 5    
  G D
  G D
  G D
  G D    
  Type: Metabolic and Curing
  Type: Metabolic and Curing
  Type: Metabolic and Curing
  Type: Metabolic and Curing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Purify Blood spell will remove any foreign substance in the targets blood, this includes the 
  Poison (E,5) spell, poisons, alcohol, etc. but will contaminate the blood of the victim that is 
  normally healed by chaos. The inflicted victim loses a Body Point every minute until dead. 
  While poisoned, the target will be unable to fight, cast spells, or run. He must slowly crawl 
  wherever he wishes to go. The target may not be given a Killing Blow until subdued. 
  The points lost by the inflicted victim due to this spell may not be restored until the target has 
  received a Poison (E,5), Remedy (E,7) or Waste (E,8) spell. 
  Reversible:  Poison (G, D)
  Reversible:  Poison (G, D)
  Reversible:  Poison (G, D)
  Reversible:  Poison (G, D)    
  Remedy
  Remedy
  Remedy
  Remedy    
  Level 7 
  Level 7 
  Level 7 
  Level 7     
  G H
  G H
  G H
  G H    
  Type: Healing
  Type: Healing
  Type: Healing
  Type: Healing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Remedy spell removes all mind affecting and metabolic effects from the target. It works 
  on all living creatures regardless of how they are normally healed or cured. 
  Remove Curse
  Remove Curse
  Remove Curse
  Remove Curse    
  Level 8
  Level 8
  Level 8
  Level 8    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Remove Curse spell negates the effects of the Curse (E,8) or Weakness (E,4) spells. 
  However, it will not restore any Hit Points lost due to the Curse spell. It can also be used to 
  allow the target to drop one cursed item, which he is carrying. 
  The Remove Curse spell will not nullify a Gypsy Curse. 
  Reversible:  Curse (G, D, H, N)
  Reversible:  Curse (G, D, H, N)
  Reversible:  Curse (G, D, H, N)
  Reversible:  Curse (G, D, H, N)    
  Remove 
  Remove 
  Remove 
  Remove Fear
  Fear
  Fear
  Fear    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Remove Fear spell negates the effects of the Fear (E,3) spell. 
  Reversible:  Fear (G, D, H, N)
  Reversible:  Fear (G, D, H, N)
  Reversible:  Fear (G, D, H, N)
  Reversible:  Fear (G, D, H, N)    
      
      
      
  
   
  72
  72
  72
  72    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Renew
  Renew
  Renew
  Renew    
  Level 8
  Level 8
  Level 8
  Level 8    
  G D
  G D
  G D
  G D    
  Type: Curing
  Type: Curing
  Type: Curing
  Type: Curing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Renew spell allows the caster to cure a non-desecrated target of anything, save death, as 
  well as healing up to twenty-four (24) points of damage. The Renew spell also allows the 
  caster to bypass a desecrated target's armor and do twenty-four (24) points of damage 
  directly to the victim's body or cause forty-eight (48) points of damage to an undead 
  creature. 
  Reversible:  Waste (G, D) 
  Reversible:  Waste (G, D) 
  Reversible:  Waste (G, D) 
  Reversible:  Waste (G, D)     
  Repel Being
  Repel Being
  Repel Being
  Repel Being    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Repelling
  Type: Repelling
  Type: Repelling
  Type: Repelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Concentration 
  Duration: Concentration 
  Duration: Concentration 
  Duration: Concentration     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Repel Being spell causes the target to remain at least ten (10) feet away from the caster. 
  The caster must hit the intended target with a spell packet then hold up a hand with the palm 
  toward the target. The caster may not participate in combat or cast another spell while the 
  Repel Being spell is active. 
  Undead and elementals are unaffected by this spell. 
  Repel Undead
  Repel Undead
  Repel Undead
  Repel Undead    
  Level 2
  Level 2
  Level 2
  Level 2    
  G H
  G H
  G H
  G H    
  Type: Repelling
  Type: Repelling
  Type: Repelling
  Type: Repelling 
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Concentration 
  Duration: Concentration 
  Duration: Concentration 
  Duration: Concentration     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Repel Undead spell will cause all Lesser Undead within ten (10) feet of the caster to 
  remain at least ten (10) feet away from the caster. Greater Undead will not be turned away 
  but will show some discomfort at remaining in the area. The caster must hold up a hand with 
  the palm facing the targets. The caster may not participate in combat or cast another spell 
  while the Repel Undead spell is active. 
  Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However, the 
  shield will be blown. The spell shields of living beings within the area of affect will be 
  unaffected. 
  Restore Limb
  Restore Limb
  Restore Limb
  Restore Limb    
  Lev
  Lev
  Lev
  Level 7
  el 7
  el 7
  el 7    
  G D N
  G D N
  G D N
  G D N    
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Restore Limb spell reverses the effects of the Wither Limb (E,7) and Age Limb (C,7) 
  spells. This spell will also reattach a severed limb. 
  Reversible:  Wither Limb (G, D, N)
  Reversible:  Wither Limb (G, D, N)
  Reversible:  Wither Limb (G, D, N)
  Reversible:  Wither Limb (G, D, N)    
  Return Magic
  Return Magic
  Return Magic
  Return Magic    
  LLLLevel 6
  evel 6
  evel 6
  evel 6    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Return Magic spell protects the recipient from the next spell of 6th level or below cast 
  upon him, by reflecting it back at the caster. If the level of that cast spell is 6th level or below, 
  the player must say "Reflect" to denote that the spell shield reflected the spell and dissipated. 
  The character wearing the Return Magic spell is considered the caster of the reflected spell. 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    73
  73
  73
  73 
  If the cast spell is greater than 6th level, it will act normally and will dissipate the Return 
  Magic spell. 
  Revive
  Revive
  Revive
  Revive    
  Level 9
  Level 9
  Level 9
  Level 9    
  H
  H
  H
  H    
  Type: Life
  Type: Life
  Type: Life
  Type: Life  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  This spell will bring back to life anyone that has been killing blown or is at the dead status. 
  (See living and dying section). This spell will kill lesser undead unless it is wearing an Armor of 
  the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7), then it will not die but will be left 
  with one (1) body point. This spell will also cause 50 points of damage to Greater Undead. 
  Shadow
  Shadow
  Shadow
  Shadowform
  form
  form
  form    
  Level 6 
  Level 6 
  Level 6 
  Level 6 ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  G D N
  G D N
  G D N
  G D N    
  Type: Enchantment and Chaos
  Type: Enchantment and Chaos
  Type: Enchantment and Chaos
  Type: Enchantment and Chaos  
  Item: N
  Item: N
  Item: N
  Item: N    
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Shadowform spell transforms the caster into a shadowy form which is not affected by 
  anything save Dispel Greater Magic (C,6), Disrupt Enchantments (E,6), or Disjunction (C,8) 
  spells, all of which return the caster to his normal form. An Imprison (Con,8) spell will also 
  effectively capture the character in Shadowform. Radius attacks (i.e. Traps) have full effect 
  against characters in Shadowform. 
  A character in Shadowform can be seen by other characters, though they may not interact 
  with each other. 
  While in Shadowform, the player must have both arms crossed over his chest. He may walk, 
  but not run and may hear, but not speak. He may not affect the physical world in any way. 
  Reversible:  Mistform (G, D)
  Reversible:  Mistform (G, D)
  Reversible:  Mistform (G, D)
  Reversible:  Mistform (G, D)    
  Sleep
  Sleep
  Sleep
  Sleep    
  Level 5
  Level 5
  Level 5
  Level 5    
  G D H
  G D H
  G D H
  G D H    
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Sleep spell causes the target to fall into a deep sleep. He may only be awakened by 
  shaking for 10 seconds, by dispelling the spell, or by allowing it run its course. 
  This spell does not affect mindless beings such as undead, or constructs. 
  Soul Drain
  Soul Drain
  Soul Drain
  Soul Drain    
  Level 3
  Level 3
  Level 3
  Level 3    ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  N
  N
  N
  N    
  Type: Enchantment and Necromancy
  Type: Enchantment and Necromancy
  Type: Enchantment and Necromancy
  Type: Enchantment and Necromancy  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Allows the caster to drain body points, at the rate of one body per second, from a willing or 
  incapacitated target and heal himself. The caster cannot drain more body points than he is 
  down from his total. 
  This only works on creatures and characters that have body tags that may be transferred to the 
  Necromancer draining the body points from them. 
  Speak with Animals
  Speak with Animals
  Speak with Animals
  Speak with Animals    
  Level 2
  Level 2
  Level 2
  Level 2    
  D
  D
  D
  D    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Speak with Animals spell allows the caster to converse freely with all animals for ten (10) 
  minutes. This spell does not guarantee that the animal will speak or even be friendly.  
  
   
  74
  74
  74
  74    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Spell Protection
  Spell Protection
  Spell Protection
  Spell Protection    
  Level 4
  Level 4
  Level 4
  Level 4    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  Once this spell is cast upon the recipient, the next spell cast upon him or her up to 4th level, 
  will not have any effect.  The spell is superseded by every other defensive spell. 
  Spirit Armor
  Spirit Armor
  Spirit Armor
  Spirit Armor    
  Level 7
  Level 7
  Level 7
  Level 7    
  G D H
  G D H
  G D H
  G D H    
  Type: Protection 
  Type: Protection 
  Type: Protection 
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days
  Duration: 5 Game Days
  Duration: 5 Game Days
  Duration: 5 Game Days    
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  A Spirit Armor will protect the non-desecrated wearer from a Death (E,9), Doom (C,9), or 
  Imbue Death (N,9) spell, Critical Slay or Fatal Blow.  And will protect the desecrated wearer 
  from a Doom (C,9), Imbue Death (N,9), or Life (E,9) spells, Critical Slay or Fatal Blow. 
  However, the character will have only one Body Point left, and the Spirit Armor will no longer 
  be active. A Spirit Armor will also prevent a character from being knocked unconscious as the 
  result of a Waylay, an Endowed or Empowered Waylay, or a Magical Waylay. The Waylay will 
  still do the appropriate body damage to the victim and then expend the Spirit Armor. 
  An Endowed Magical Waylay will waylay through any protection short of toughness or 
  threshold. This will also expend the Spirit Armor spell. 
  Spirit of the Ent
  Spirit of the Ent
  Spirit of the Ent
  Spirit of the Ent    
  Level 9 
  Level 9 
  Level 9 
  Level 9 ---- Caster Only
   Caster Only
   Caster Only
   Caster Only    
  D
  D
  D
  D    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: 
  Item: 
  Item: 
  Item: YYYY    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Allows the caster to enter a tree, enchanting it, protecting it and himself from harm. The 
  caster can do nothing other than watch while melded. The caster must remain in contact with 
  the tree if he wishes to see or hear anything while melded. 
  Toxin Shield
  Toxin Shield
  Toxin Shield
  Toxin Shield    
  Level 4
  Level 4
  Level 4
  Level 4    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Protection
  Type: Protection
  Type: Protection
  Type: Protection  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days 
  Duration: 5 Game Days     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Toxin Shield spell protects the recipient from the next packet delivered toxin-based 
  attack. This includes all gas poisons and, some monster abilities. This spell does not protect the 
  recipient from the Poison (E,5) or Inflict Poison (N,5) spells. (see Spell Defenses) Nor does it 
  protect them from ingested poisons. 
  Truth
  Truth
  Truth
  Truth    
  Level 3
  Level 3
  Level 3
  Level 3    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting
  Type: Mind Affecting  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour 
  Duration: 1 Hour     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Truth spell requires the target character to answer the next three yes or no questions 
  asked of him, by the caster, truthfully. The target may, however, choose not to answer any or 
  all of those questions. The spell is active until the three questions have been asked or until the 
  hour expires.If a character has a Truth spell active when a Lie (E,3) spell is cast upon him, the 
  spells will cancel each other on a question-by-question basis. This means that if a character has 
  not answered any questions since the Truth spell was cast, he would be able to answer the 
  questions any way he wishes. If, however, the target character had already answered one 
  question truthfully, the other two would only cancel two of the questions from the Lie spell, 
  and he would have to answer the last question falsely. 
  Reversible:  Lie (G, D, H, N)
  Reversible:  Lie (G, D, H, N)
  Reversible:  Lie (G, D, H, N)
  Reversible:  Lie (G, D, H, N)    
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    75
  75
  75
  75 
  Turn Undead
  Turn Undead
  Turn Undead
  Turn Undead    
  Level 4
  Level 4
  Level 4
  Level 4    
  H
  H
  H
  H    
  Type: Repelling
  Type: Repelling
  Type: Repelling
  Type: Repelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes 
  Duration: 10 minutes     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Turn Undead spell will cause all Lesser Undead within ten (10) feet of the caster to leave 
  the area of combat immediately and not return for ten (10) minutes. Any Lesser Undead 
  which are not within ten (10) feet of the caster are unaffected by the spell. Greater Undead 
  will not be turned away but will show some discomfort at remaining in the area. 
  Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However, the 
  spell shield will be blown. The spell shields of living beings within the area of affect will be 
  unaffected. 
  Unbind
  Unbind
  Unbind
  Unbind    
  Level 5
  Level 5
  Level 5
  Level 5    
  G D H
  G D H
  G D H
  G D H    
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling
  Type: Dispelling  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  PPPPotion: Y
  otion: Y
  otion: Y
  otion: Y    
  The Unbind spell will free a character from any form of binding, be it a Bind (E,5), Entangle 
  (E,3), Pin (E,2), Snare (C,4), Trap (C,3) or Web (C,6) spell, a physical web (i.e. from a 
  giant spider), handcuffs, rope, etc. However, this spell will not free someone from an Imprison 
  (C,8) spell. 
  Reversible:  Bind (G, D,H)
  Reversible:  Bind (G, D,H)
  Reversible:  Bind (G, D,H)
  Reversible:  Bind (G, D,H)    
  Unparalyze
  Unparalyze
  Unparalyze
  Unparalyze    
  Level 8
  Level 8
  Level 8
  Level 8    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Unparalyze spell will free the target from any paralysis, be it inflicted by spell, gas, or by a 
  special ability of a monster. 
  Reversible:  Paralyze (G, D, H, N)
  Reversible:  Paralyze (G, D, H, N)
  Reversible:  Paralyze (G, D, H, N)
  Reversible:  Paralyze (G, D, H, N)    
  Wall of Thorns
  Wall of Thorns
  Wall of Thorns
  Wall of Thorns    
  Level 4
  Level 4
  Level 4
  Level 4    
  D
  D
  D
  D    
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment
  Type: Enchantment  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  Allows the caster to create a wall of thorns 10' high and up to 10' wide. It has a toughness of 
  5 and has 100 body, and can be raised and lowered by the caster. It disappears once the 
  caster leaves the combat area. 
  Waste
  Waste
  Waste
  Waste    
  Level 8
  Level 8
  Level 8
  Level 8    
  G D N
  G D N
  G D N
  G D N    
  Type: Chaos
  Type: Chaos
  Type: Chaos
  Type: Chaos  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Instant 
  Duration: Instant 
  Duration: Instant 
  Duration: Instant     
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Waste spell allows the caster to cure a target that is healed by chaos of anything, save 
  death, as well as healing up to twenty-four (24) points of damage. The Waste spell also allows 
  the caster to bypass a target's armor, those that are healed by normal means, and do twenty-
  four (24) points of damage directly to the victim’s body.  This spell will also heal forty-eight 
  (48) points of damage to an undead creature. 
  Reversible:  Renew (G, D)
  Reversible:  Renew (G, D)
  Reversible:  Renew (G, D)
  Reversible:  Renew (G, D)    
  
   
  76
  76
  76
  76    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Weakness
  Weakness
  Weakness
  Weakness    
  Level 4
  Level 4
  Level 4
  Level 4    
  G D H N
  G D H N
  G D H N
  G D H N    
  Type: Cursing
  Type: Cursing
  Type: Cursing
  Type: Cursing  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Combat 
  Duration: Combat 
  Duration: Combat 
  Duration: Combat     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Weakness spell reduces the strength of the target. It causes the target to call four (4) 
  points less damage in combat, regardless of whether he has Weapon Proficiencies or enhanced 
  strength. 
  Wither Limb
  Wither Limb
  Wither Limb
  Wither Limb    
  Level 7
  Level 7
  Level 7
  Level 7    
  G D N
  G D N
  G D N
  G D N    
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic
  Type: Metabolic  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: 1 Event
  Duration: 1 Event
  Duration: 1 Event
  Duration: 1 Event    
  Potion: Y
  Potion: Y
  Potion: Y
  Potion: Y    
  The Wither Limb spell causes a limb, specified by the caster, to rapidly wither and become 
  infirm. The victim may not use the withered limb to wield weapons, cast spells, or move 
  about. 
  Reversible:  Restore Limb (G, D, N)
  Reversible:  Restore Limb (G, D, N)
  Reversible:  Restore Limb (G, D, N)
  Reversible:  Restore Limb (G, D, N)    
  Zone of Death
  Zone of Death
  Zone of Death
  Zone of Death    
  Level 6
  Level 6
  Level 6
  Level 6    
   N
   N
   N
   N    
  Type: Protection and Chaos
  Type: Protection and Chaos
  Type: Protection and Chaos
  Type: Protection and Chaos  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Other (1 Hour) 
  Duration: Other (1 Hour) 
  Duration: Other (1 Hour) 
  Duration: Other (1 Hour)     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Zone of Death spell creates a zone, which prevents all living beings from entering. 
  However, weapons, spells, gases, desecrated beings and undead creatures may enter or leave 
  the zone freely. 
  To cast a Zone of Death, an unbroken circle (max. radius six feet) must be inscribed on the 
  ground around the caster the verbal uttered, and the spell packet thrown on the ground at the 
  caster's feet. Once cast, any vegetation on the ground becomes weaker, flowers wilt, and a 
  strong sense of death and decay can be felt. 
  The spell is broken if the caster leaves the zone before the 30 minutes is up. 
  Zone of Life
  Zone of Life
  Zone of Life
  Zone of Life    
  Level 6
  Level 6
  Level 6
  Level 6    
  H
  H
  H
  H    
  Type: Protection and Life
  Type: Protection and Life
  Type: Protection and Life
  Type: Protection and Life  
  Item: Y
  Item: Y
  Item: Y
  Item: Y    
  Duration: Other (1 Hour) 
  Duration: Other (1 Hour) 
  Duration: Other (1 Hour) 
  Duration: Other (1 Hour)     
  Potion: N
  Potion: N
  Potion: N
  Potion: N    
  The Zone of Life spell creates a zone, which prevents all Undead (Greater or Lesser) or 
  desecrated beings from entering. However, weapons, spells, gases, living creatures, may enter 
  or leave the zone freely. 
  To cast a Zone of Life, an unbroken circle (max. radius six feet) must be inscribed on 
  the ground around the caster the verbal uttered, and the spell packet thrown on the 
  ground at the caster's feet. Once cast, any vegetation on the ground becomes 
  healthier, flowers bloom, and a strong sense of life can be felt. The spell is broken if 
  the caster leaves the zone before the 30 minutes is up. 
   
   
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    77
  77
  77
  77 
   
   
   
  Earth Spell Reference Chart
  Spell Name
  Level
  Spell Verbal
  Body
  Generalist
  Druid
  Healer
  Necromancer
  Type
  Duration
  Annilhate Undead
  9
  I call upon the powers of Law to annilhate 
  this undead.
  75 to greaters
  X
  Undead 
  Destruction
  Instant
  Armor of the Dead
  7
  I call upon chaos to grant you the armor of 
  the dead.
  X X
  X Protection/ Chaos 5 Game Days
  Bark Skin
  7
  May the spirit of the woods grant you a 
  barkskin to protect you
  15 Armor
  X
  Protection
  5 Game Days
  Bind
  5
  With mystic thread, I bind you fast.
  X X X
  Confining
  Combat
  Bless
  1
  I call upon the forces of life to bless this 
  spirit.
   +4 Body
  X X X
  Enchantment
  5 Game Days
  Bone Armor
  7
  With the power of undeath I encase my 
  body with the bones of the dead.
  15 Armor
  X
  Protection
  5 Game Days
  Cause Critical Wounds
  6
  I call upon chaos itself to cause critical 
  wounds.
  16
  X X
  X
  Chaos
  Instant
  Cause Disease
  3
  I call upon the powers of chaos to cause 
  disease.
  X X
  X
  Chaos
  Instant
  Cause Light Wounds
  1
  I call upon chaos to cause light wounds.
  2
  X X
  X
  Chaos
  Instant
  Cause Serious Wounds
  4
  I call upon chaos to cause serious wounds.
  8
  X X
  X
  Chaos
  Instant
  Cause Wounds
  2
  I call upon chaos to cause wounds.
  4
  X X
  X
  Chaos
  Instant
  Circle of Protection
  9
  I cast a circle of protection about me; let 
  none enter here.
  X
  X X
  Protection
  1 hour
  Cleanse Blood
  5
  With the essense of life, I cleanse your 
  blood of poison.
  X
  Healing
  Instant
  Cleanse Disease
  5
  With the essense of life, I cleanse your 
  body of disease.
  X
  Healing
  Instant
  Control Undead
  4
  By death's dark mantle and the powers of 
  chaos, I control undead to do as I bid.
  X
  Necromancy
  1 hour
  Corrupt
  3
  I call upon the forces of chaos to corrupt 
  this life force.
   +4 Body
  X X
  X
  Enchantment
  5 Game Days
  Create Skeletal Warrior
  9
  By the powers of chaos I bind these bones 
  to serve the will of darkness.
  X
  Necromancy
  1 hour
  Create Undead
  7
  By the power of chaos, I call you forth and 
  create undead to walk the earth.
  X
  Necromancy
  1 hour
  Cure Critical Wounds
  6
  I call upon the Earth to cure critical 
  wounds.
  16
  X X
  Curing
  Instant
  Cure Disease
  3
  I cure you of all invading disease.
  X X
  Curing
  Instant
  Cure Light Wounds
  1
  I grant rest and warmth to cure light 
  wounds.
  2
  X X
  Curing
  Instant
  Cure Serious Wounds
  4
  I call upon the powers of life to cure 
  serious wounds.
  8
  X X
  Curing
  Instant
  Cure Wounds
  2
  I call upon the land to restore you and cure 
  your wounds.
  4
  X X
  Curing
  Instant
  Curse
  8
  I curse you to die a painful death.
  X X X X
  Cursing
  1 Event
  Death
  9
  I grant you the gift of death.
  Dead unless 
  protected
  X X
  Death
  Instant
  Decay
  4
  I call upon the forces of necromancy to 
  decay your body.
  X
  Necromancy
  Instant
  Defend
  8
  I call upon the Earth to defend you from 
  magic.
  X X X X
  Protection
  5 Game Days
  Destroy
  3
  I summon a force to destroy <item>.
  X X X X
  Destruction
  Instant
  Destroy Armor
  6
  I summon a force to destroy armor.
  X X X X
  Destruction
  Instant
  Destroy Undead
  7
  I destroy this undead abomination before 
  me.
  50 to greaters
  X X
  Undead 
  Destruction
  Instant
  Disrupt Enchantment
  6
  I call upon the Earth to disrupt all 
  enchantments before me.
  X X X X
  Dispelling
  Instant
  
   
  78
  78
  78
  78    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
   
   
   
   
  Earth Spell Reference Chart
  Spell Name
  Level
  Spell Verbal
  Body
  Generalist
  Druid
  Healer
  Necromancer
  Type
  Duration
  Elude Undead
  2
  Servants of chaos be humbled by the 
  darkness within me.
  X
  Necromancy
  10 minutes
  Endow
  2
  I endow you with ogre strength.
  X
  X
  X
  X
  Enchantment
  5 Game Days
  Entangle
  3
  I call upon the forces of nature to entangle 
  you. 
  X
  Confining
  Combat
  Fear
  3
  I command you to fear me.
  X
  X
  X
  X
  Mind Affecting
  1 minute
  Friendship
  7
  I bind you in friendship to me.
  X
  X
  X
  Mind Affecting
  1 Hour
  Fumble
  1
  I command you to fumble <item>.
  X
  X
  X
  X
  Disarming
  5 Seconds
  Greater Bless
  3
  I grant you the gift of a greater bless.
   +8 Body
  X
  X
  X
  Enchantment
  5 Game Days
  Greater Control Undead
  7
  With necromantic might, I demand these 
  undead follow my bidding.
  X
  Necromancy
  1 hour
  Greater Corrupt
  3
  I fortify your spirit with the corruption of 
  chaos.
   +8 Body
  X
  X
  X
  Enchantment
  5 Game Days
  Greater Endow
  4
  I call upon the Earth to endow you with its 
  strength.
  X
  X
  X
  X
  Enchantment
  5 Game Days
  Heal Critical Wounds
  6
  With the essence of life I heal your critical 
  wounds.
  32
  X
  Healing
  Instant
  Heal Light Wounds
  1
  With the essence of life I heal your light 
  wounds.
  4
  X
  Healing
  Instant
  Heal Mortal Wounds
  8
  With the essence of life I heal your mortal 
  wounds.
  48
  X
  Healing
  Instant
  Heal Serious Wounds
  4
  With the essence of life I heal your serious 
  wounds.
  16
  X
  Healing
  Instant
  Heal Wounds
  2
  With the essence of life I heal your 
  wounds.
  8
  X
  Healing
  Instant
  Healing Hands
  3
  May my hands heal with the power of life.
  X
  Enchantment
  10 Minutes
  Imbue Death
  9
  I imbue you with the essence of death.
  Dead unless 
  protected
  X
  Death
  Instant
  Inflict Critical Wounds
  6
  I call upon necromancy to inflict critical 
  wounds.
  16
  X
  Necromancy
  Instant
  Inflict Disease
  3
  I call upon necromancy to inflict disease.
  X
  Necromancy
  Instant
  Inflict Light Wounds
  1
  I call upon necromancy to inflict light 
  wounds.
  2
  X
  Necromancy
  Instant
  Inflict Poison
  5
  I call upon necromancy to inflict your 
  blood with poison.
  X
  Metabolic/ 
  Necromancy
  Instant or 
  Until Death
  Inflict Serious Wounds
  4
  I call upon necromancy to inflict serious 
  wounds.
  8
  X
  Necromancy
  Instant
  Inflict Wounds
  2
  I call upon necromancy to inflict wounds.
  4
  X
  Necromancy
  Instant
  Lie
  3
  I call upon the shadows of deceit that you 
  will lie to all who ask of you. 
  X
  X
  X
  X
  Mind Affecting
  1 hour
  Life
  9
  I grant you the gift of life.
  X
  X
  Life
  Instant
  Light
  1
  I call upon the light of day to illuminate my 
  path.
  X
  X
  X
  X
  Enchantment
  24 Hours
  Mist Form
  6
  I call upon the forces of nature to shroud 
  me in mist.
  X
  X
  X
  Enchantment
  10 Minutes
  Mute
  5
  I command you to be mute.
  X
  X
  X
  X
  Silencing
  Combat
  Paralyze
  8
  I paralyze you that you may not move.
  X
  X
  X
  X
  Metabolic
  Combat
  Pin
  2
  I pin you to the very Earth.
  X
  X
  X
  X
  Confining
  Combat
  Poison
  5
  I call upon chaos, decay and rot to poison 
  you.
  X
  X
  X Metabolic/ Chaos
  Instant or 
  Until Death
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    79
  79
  79
  79 
  Earth Spell Reference Chart
  Spell Name
  Level
  Spell Verbal
  Body
  Generalist
  Druid
  Healer
  Necromancer
  Type
  Duration
  Preserve
  4
  I call upon the earth to preserve your body.
  X X
  Enchantment
  Instant
  Proscribe Creature
  9
  With the will of the Earth and the force of 
  forbiddance, let all but <creature type> 
  enter here.
  X X X X
  Protection
  1 Event
  Purify Blood
  5
  I call upon the light to purify your blood 
  and cleanse your body.
  X X
  Metabolic/ 
  Curing
  Instant or 
  Until Death
  Remedy
  7
  I call upon the earth to remedy all that ails 
  you.
  X
  X
  Healing
  Instant
  Remove Curse
  8
  I bless you and remove this curse upon you.
  X X X X
  Dispelling
  1 Event
  Remove Fear
  3
  I call upon the strength of the Earth to 
  remove your fear.
  X X X X
  Dispelling
  Instant
  Renew
  8
  I call upon the forces of life to renew this 
  ailing spirit.
  24
  X X
  Curing
  Instant
  Repel Being
  3
  I repel this being; come not near me.
  X X X X
  Repelling
  Hand Held 
  Up
  Repel Undead
  2
  I repel these undead; come not near me.
  X
  X
  Repelling
  Hand Held 
  Up
  Restore Limb
  7
  I restore this limb, returning the vigor 
  drained from it.
  X X X X
  Metabolic
  Instant
  Return Magic
  6
  I grant you a charm to return magic sent 
  against you.
  X X X X
  Protection
  Instant
  Revive
  9
  With the power of life I revive your spirit.
  X
  Life
  Instant
  Sanctuary
  9
  With life as my guide I protect myself from 
  that which would harm me.
  X
  Enchantment
  10 Minutes
  Shadow Form
  6
  I call upon chaos to shroud my form in 
  shadow.
  X X
  X
  Enchantment/ 
  Chaos
  10 Minutes
  Sleep
  5
  I envelop you in mists of sleep.
  X X X
  Mind Affecting
  10 Minutes
  Soul Drain
  3
  With the power of necromancy, I drain the 
  soul of the living.
  special
  X
  Enchantment/ 
  Necromancy
  10 Minutes
  Speak with Animals
  2
  I call upon the forces of nature to speak 
  with animals.
  X
  Enchantment
  10 Minutes
  Spell Protection
  4
  I grant you limited spell protection to aid 
  you.
  X X X X
  Protection
  5 Game Days
  Spirit Armor
  7
  I call upon the Earth to grant you spirit 
  armor to protect you.
  X X X
  Protection
  5 Game Days
  Spirt of the Ent
  9
  I appeal to the spirit of the ent to embrace 
  and protect me.
  X
  Protection
  1 hour
  Toxin Shield
  5
  I grant you immunity to toxins that you 
  may have a shield to protect you.
  X X X X
  Protection
  5 Game Days
  Truth
  3
  I call upon the light of truth to reveal the 
  answers I seek.
  X X X X
  Mind Affecting
  1 Hour
  Turn Undead
  4
  By the forces of life, turn these undead 
  from my sight.
  X
  Repelling
  Combat
  Unbind
  5
  I unbind you and set you free.
  X X X
  Dispelling
  Instant
  Unparalyze
  8
  I unparalyze you and release you.
  X X X X
  Metabolic
  Instant
  Wall of Thorns
  4
  I raise a wall of thorns, impeding all 
  passage
  100 body - 
  toughness 5
  X
  Enchantment
  Concentration
  Waste
  8
  I call upon the forces of chaos to waste this 
  spirit.
  24
  X X
  X
  Chaos
  Instant
  Weakness
  4
  I curse you with weakness.
  X X X X
  Cursing
  Combat
  Wither Limb
  7
  I wither your <limb> with age.
  X X
  X
  Metabolic
  10 Minutes
  Zone of Death
  6
  I inscribe a zone of death about me let no 
  living enter here.
  X Protection/ Chaos 30 Minutes
  Zone of Life
  6
  I inscribe a zone of life about me let no 
  undead enter here.
   
  X
  Protection/ Life
  30 Minutes
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  80
  80
  80
  80    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
   WEARING ACTIVE SPELLS 
  Defensive Spells
  Defensive Spells
  Defensive Spells
  Defensive Spells    
  Certain spells will protect a character from both magical and non-magical attack. Once cast, a 
  spell defense remains "active" on the recipient until it is used in protecting the character, or it 
  reaches the end of its duration. 
  Once a Spell Defense is active, it will attempt to affect the next attack of that type whether it 
  can affect it or not, and will no longer be active. For example, a Minor Spell Shield (C,4) will 
  be used up trying to stop a Mind Blast (C,5) but will be unsuccessful in stopping the spell. The 
  only exceptions to this are Major Spell Shield (C,8) and Defend (E,8) (see the spell 
  descriptions). 
  If a character is hit by a spell that uses up one of his spell defenses, that player should say 
  "Flash" to denote that the defense absorbed that spell and was used up. If a character is hit by 
  a 6th level or under spell when wearing a Reflect Magic (C,6) or a Return Magic (E,6), they 
  should use the spells shields name to identify the spell shields returning of the magics to the 
  opponent.  
  The correct response when a spell is absorbed by a Defend (E,8), Major Spell Shield (C,8), 
  Minor Spell Shield (C,4), or Spell Protection (E,4) spell is "Flash." 
  The correct response when a spell or attack is absorbed by an Armor of the Dead (E,7), Mage 
  Armor (C,5) or Spirit Armor (E,7) is "Armor of the Dead", "Mage Armor" or "Spirit 
  Armor". Do not say "flash" as you do with spell shields. 
  Order o
  Order o
  Order o
  Order of Protection
  f Protection
  f Protection
  f Protection    
  Magic defenses protect you in the following order: 
  Cloaks
  Cloaks
  Cloaks
  Cloaks  
   
   
   
   
   
  “Cloak!”    
  A Cloak negates the effect of a specific type of magical attack (e.g. confining, metabolic).  
  You can have a maximum of two cloaks active at a time, and they must be chosen during 
  check-in and spell reset.   Once selected, only those two cloaks may be used until the next 
  spell reset.   
  Specialty Shields
  Specialty Shields
  Specialty Shields
  Specialty Shields 
   
   
   
   
  “Toxin Shield!”    
  You can only wear two of these at a time, and never two of the same type:  Toxin shield 
  (E,5), Fire/Cold/Lightning shield (EL,5), Elemental shield (EL,8) and Force shield (Con,7). 
  Spell Shields
  Spell Shields
  Spell Shields
  Spell Shields        
      
      
      
      
  “Flash!” or “Reflect!” 
  You can never wear more than one of these at a time) Defend (E,8), Major Spell shield 
  (C,8), Minor Spell protection (E,4), Minor Spell shield (C,4), Reflect Magic (C,6), and 
  Return Magic (E,6)  
  Resist Skills
  Resist Skills
  Resist Skills
  Resist Skills        
      
      
      
      
  “Resist!”    
  The spell effect must first get past all other defenses, and actually effect your body before you 
  can resist it with racial or class resists.    
  Stacking Attack Spells 
  Stacking Attack Spells 
  Stacking Attack Spells 
  Stacking Attack Spells     
  Spells that do added damage may also be stacked. A character may have any combination of 
  the following spells active at one time, up to a total of three (3). 
  Delayed Empower (C,2), Elemental Strike (EL,8), Empower (C,1), Enchanted Blade (C,4), 
  Endow (E,2), Flame/Lightning/Chill Blade (EL,4), Greater Endow (E,4). 
   
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    81
  81
  81
  81 
  FORMAL MAGIC 
  Formal Magic is a special type of magic that is called ritual or formal magic. It can be obtained 
  when you have at least one 9th level Battle Magic spell. Formal Magic has a build cost 
  associated with each level of Formal that you purchase, depending on your class. 
  Formal Magic requires a scroll and components, as well as a Formal Magic Area or a Circle of 
  Power or Protection, under almost all circumstances. There is typically a gold piece cost that 
  must be paid to purchase components and scrolls for all formal rituals. Some scrolls and 
  components may be quite rare and expensive as well! 
  What can Formal Magic do? Well, we can't say too much here, as this is considered in-game 
  knowledge. We can tell you that it is used to create and destroy magic items, protect people 
  and their possessions, and a variety of other uses. 
  USING FORMAL MAGIC 
  Getting Started
  Getting Started
  Getting Started
  Getting Started    
  You must first find a teacher...this is an in-game process. Your teacher must notify Logistics 
  (typically via e-mail) stating that they are teaching you this skill. (Formal Magic level 1 for 
  example) After you have spent the build cost from your character sheet, you will have the 
  ability to cast a level 1 ritual! Now you must find the Scroll and Components in game. Many 
  times before an Event starts for the weekend, the PLOT committee will sell trivial scrolls and 
  components out of game, in and around the Tavern. This may vary based on the make up of 
  the PLOT committee. The more rare and exotic scrolls and components will have to be 
  purchased in game, through character or NPC contacts. 
  How to Cast Formal
  How to Cast Formal
  How to Cast Formal
  How to Cast Formal    
  Here is how you cast your ritual once you have purchased the skill out of game, and the Scroll 
  and Components in game.  
  Formal Area
  Formal Area
  Formal Area
  Formal Area    
  Create your Formal Magic area. This may be a Circle of Power or Protection cast from your 
  memory, a friend’s memory, an item, or a variety of other ways. A second option is a Formal 
  Magic area, which must itself be created as a formal magic ritual.  
  Beginning the R
  Beginning the R
  Beginning the R
  Beginning the Ritual
  itual
  itual
  itual    
  When you begin the ritual, you need to note the time out-of-play, and notify the Formal 
  Marshal on duty. Many times the notification is done before the actual ritual is begun. You 
  would simply say to Formal Marshal Tom, “I am heading down to my cabin to begin casting 
  Ritual X”, the Formal Marshal would note the time, and try their best to come to the location 
  where you are casting the Ritual when the Ritual is due to be completed. It is important to 
  always notify an official of the game, when casting a ritual.  A Plot Marshal will suffice if no 
  Formal Marshals are on duty. 
  During a Ritual
  During a Ritual
  During a Ritual
  During a Ritual    
  At this point you are casting the Ritual. These rituals take a set time, and it is noted on the 
  Formal Magic Scroll. Be sure to properly time the duration of your Ritual and the Duration of 
  your Circle! If the Circle is dropped for any reason during the Ritual, then it will FAIL, and all 
  components will be lost. ( See below for what can be done during the casting of a Ritual both 
  in and out of game) Clarification – If there is a circle or formal area in place the entire casting 
  time of the ritual then the ritual will be resolved as normal. It is possible to have a different 
  circle in effect at the end of the ritual then was cast at the beginning.  
  Determining Ritual Res
  Determining Ritual Res
  Determining Ritual Res
  Determining Ritual Results
  ults
  ults
  ults    
  Assuming you made it through the casting time of the ritual, it is now time to pull your 
  Alterations. This is where the Formal Marshal comes in. He will note the time and ritual on a 
  
   
  82
  82
  82
  82    ---- The Game System of 
   The Game System of 
   The Game System of 
   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Formal Log, and go over the Alterations with you. (See below for a description of an 
  Alteration.) The Alterations of each Ritual will be listed on each Scroll. You will be asked to 
  pull marbles or some other colored object/coin to determine whether or not your ritual 
  succeeds or fails. This will end your Ritual. Very simple! 
  THE OUTCOME OF A FORMAL RITUAL 
  Success, Failure, or Alteration
  Success, Failure, or Alteration
  Success, Failure, or Alteration
  Success, Failure, or Alteration    
  A Formal Ritual, if performed correctly, has three possible outcomes:  success, failure, or 
  success with alterations. 
  Success
  Success
  Success
  Success    
  This simply means that you performed the ritual perfectly and it was a perfect casting. 
  Failure
  Failure
  Failure
  Failure    
  This means the ritual failed completely and all components are used up in the process. 
  Alteration
  Alteration
  Alteration
  Alteration    
  These are variables in the Formal Magic system. Each ritual has a random factor associated 
  with it that can be positive, negative, or not affect things at all. The Alterations are listed on 
  each scroll, and describe the result of said alteration. They can range from minor to 
  spectacular.  
  "The Pull"
  "The Pull"
  "The Pull"
  "The Pull"    
   
   
  Ritual level 
  Successes 
  Failures       Alterations 
   
  1. 
   
         8  
      1 
   
       1  
   
  2. 
   
         7  
      1 
                2 
   
  3. 
   
         7  
      1 
   
       2 
   
  4. 
   
         6  
      1 
   
       3 
   
  5. 
   
         6  
      1 
   
       3 
   
  6.  
   
         5  
      1 
   
       4 
   
  7.  
   
         5  
      1 
   
       4 
   
  8.  
   
         4  
      1 
   
       5 
   
  9. 
   
         4  
      1 
   
       5 
   
  Adjusting "
  Adjusting "
  Adjusting "
  Adjusting "The Pull" Ratio
  The Pull" Ratio
  The Pull" Ratio
  The Pull" Ratio    
  The chart above shows the standard success/alteration/failure ratio for each level of Formal 
  Magic. Here’s where things get fun. This ratio can be manipulated to a certain extent in 
  several ways. 
  Assistant Caster
  Assistant Caster
  Assistant Caster
  Assistant Caster  
  1 Success 
  1 Success 
  1 Success 
  1 Success ↔ 1 Alteration 
  1 Alteration 
  1 Alteration 
  1 Alteration     
      
  Assistant casters can assist in the casting of the Ritual by going through the casting with you. 
  They are players with Formal Magic skill no less than one level below the level of the Ritual 
  being cast in the appropriate Realm of Magic. They can remove one alteration or add one 
  alteration at their discretion. The Master (caster) WILL know which way an apprentice moves 
  the alterations. Also, an apprentice can cause a ritual to fail automatically. This also will be 
  known to the Master. You may only have 1 assistant per ritual.  If you use an Assistant Caster 
  to affect a formal ritual, you cannot also use a Familiar. 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    83
  83
  83
  83 
  Familiar
  Familiar
  Familiar
  Familiar    
  1 Success 
  1 Success 
  1 Success 
  1 Success ↔ 1 Alteration 
   1 Alteration 
   1 Alteration 
   1 Alteration     
  A Familiar has the ability to assist in formal casting, allowing the caster to make a one-step 
  change to the alteration scheme of any ritual the familiar assists with.  If you use a Familiar to 
  affect a formal ritual, you cannot also use an Assistant Caster. 
  Type of Circle
  Type of Circle
  Type of Circle
  Type of Circle    
  1 Success 
  1 Success 
  1 Success 
  1 Success → 1 Alteration
   1 Alteration
   1 Alteration
   1 Alteration    
  REQUIRED SHIFT
  REQUIRED SHIFT
  REQUIRED SHIFT
  REQUIRED SHIFT    
  Casting an Earth Ritual in a Celestial Circle of Power automatically adds 1 Alteration. The 
  opposite is true as well, for casting a Celestial Ritual in an Earth Circle of Protection. 
  Duration of Circle
  Duration of Circle
  Duration of Circle
  Duration of Circle    
  1 Success 
  1 Success 
  1 Success 
  1 Success → 1 Alteration
  1 Alteration
  1 Alteration
  1 Alteration    
  REQUIRED SHIFT
  REQUIRED SHIFT
  REQUIRED SHIFT
  REQUIRED SHIFT    
  A temporary Circle adds one alteration to the ritual, while taking away one success. 
  Role
  Role
  Role
  Role----playing
  playing
  playing
  playing    
  1 Success 
  1 Success 
  1 Success 
  1 Success ↔ 1 Alteration 
   1 Alteration 
   1 Alteration 
   1 Alteration     
  If the caster actively role-plays the ritual, in whatever way is deemed appropriate by that 
  player and the formal/plot marshal, then you may change an alteration to a success or a 
  success to an alteration. 
  Additional Components
  Additional Components
  Additional Components
  Additional Components    
  1 Success 
  1 Success 
  1 Success 
  1 Success ↔ 1 Alteration (or) 1 Success 
   1 Alteration (or) 1 Success 
   1 Alteration (or) 1 Success 
   1 Alteration (or) 1 Success ↔ 1 Failure
  1 Failure
  1 Failure
  1 Failure    
  PER ADDITIONAL SET 
  PER ADDITIONAL SET 
  PER ADDITIONAL SET 
  PER ADDITIONAL SET     
  Using an extra set of components in the Ritual will remove or add 1 Alteration or 1 Failure, if 
  more then 1 in the Ritual. There must always be at least one Alteration and Failure in a Ritual.  
  There is no limit to the amount of extra sets that you may add to the ritual, but you are still 
  bound by the rule of always 1 alteration and 1 failure in a ritual. 
  Master Caster's Proficiency
  Master Caster's Proficiency
  Master Caster's Proficiency
  Master Caster's Proficiency    
  # Successes 
  # Successes 
  # Successes 
  # Successes ↔ #
   #
   #
   # Alterati
   Alterati
   Alterati
   Alterations
  ons
  ons
  ons    
      
  (Caster's level of Formal Ability – Ritual level) * ½ = # of shifts from Successes to 
  Alterations at the caster's choice (rounded up).   For example, a Caster with level 6 formal 
  casting a level 1 ritual can change ([6-1]*½=2.5 ÷ 3) up to three successes to alterations, 
  or any combination there of, as long as that meets the minimum of 1 success 1 alteration and 
  1 failure in the ritual. 
  Permanence
  Permanence
  Permanence
  Permanence    
  # Successes 
  # Successes 
  # Successes 
  # Successes → #### Alterations
   Alterations
   Alterations
   Alterations    
  REQUIRED SHIFT 
  REQUIRED SHIFT 
  REQUIRED SHIFT 
  REQUIRED SHIFT     
  The more formal points/levels in an item will cause it to be harder to be successfully cast. The 
  following list will apply to points/levels NOT counting the permanence. 
    0-12  no change  
  13-18  changes  1 success to an alteration 
  19-24  changes  2 successes to alterations 
  25-30  changes  3 successes to alterations 
  31-36  changes  4 successes to alterations 
  37-42  changes  5 successes to alterations 
  43-48  changes  6 successes to alterations 
  49-54  changes  7 successes to alterations 
  55-59  changes  8 successes to alterations 
  60-64  changes  9 successes to alterations 
  65-69  changes 10 successes to alterations 
  This progression continues, adding one alteration per 5 levels of formal cast in the item. 
  Calculating "The Pull" Rati
  Calculating "The Pull" Rati
  Calculating "The Pull" Rati
  Calculating "The Pull" Ratioooo    
  Base Pull
  Base Pull
  Base Pull
  Base Pull    
  First, the ratio of Success/Failure/Alterations is set to the "Base" as indicated on the scroll.  
  For the most part, this ratio is determined by the level of the ritual, as shown in the chart 
  above.  However, some rituals may vary (such as Enchant Item) in which case the ratio listed 
  on the scroll should be consulted.  In every case, this Base ratio will have at least 1 Success, 1 
  Failure, and 1 Alteration; and the total of the three will always equal 10. 
  
   
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  SOLAR
  SOLAR
  SOLAR 
  Adjustments
  Adjustments
  Adjustments
  Adjustments    
  Next, the ratio should be adjusted by accounting for each of the factors listed in the section 
  above.  Remember, most adjustments may be made at the caster's discretion; however, those 
  adjustments indicated as REQUIRED must be included.  After adjustments are made, it IS 
  possible to have a negative number of Successes, Failures, or Alterations.  Likewise, you may 
  have a number of Successes, Failures, or Alterations, which exceed 8.  This will be corrected 
  in the next step…however, it is worth noting that the total number of Successes, Failures and 
  Alterations should STILL equal 10. 
  Minimums
  Minimums
  Minimums
  Minimums    
  Finally, the ratio must be corrected to ensure that at least 1 Success, 1 Failure, and 1 
  Alteration are in the pull.  If these minimums are met after the "Adjustments" step, no 
  correction is necessary and it's time to pull!   If these minimums are not met, the following 
  corrections should be made. 
  Failures are corrected first.  If there is not a minimum of 1 Failure in the pull, Successes 
  should be changed to Failures until at least 1 Failure is present.  (i.e. 5 Successes, 0 Failures, 
  and 5 Alterations must be changed to 4 Successes, 1 Failure, and 5 Alterations)  After the 
  minimum Failure is present, the Successes and Alterations should be changed until there is at 
  least 1 of each present.  (i.e. 0 Successes, 9 Alterations, and 1 Failure must be changed to 1 
  Success, 8 Alterations, and 1 Failure. 
  FORMAL FAQS  
  "What can and can't be done during a Formal Ritual?"
  "What can and can't be done during a Formal Ritual?"
  "What can and can't be done during a Formal Ritual?"
  "What can and can't be done during a Formal Ritual?"    
  Typically during a Formal Ritual that is not negatively impacting another player, you can do 
  other things for the game, such as Monster, help PLOT, sit quietly in your cabin and read or 
  listen to music, etc. You cannot leave site, sleep, go down to the lake and go swimming or 
  anything like that. In other words you can either work for the game or stay in your cabin and 
  role-play casting the ritual. 
  "What happens if I talk during the casting of a Ritual?"
  "What happens if I talk during the casting of a Ritual?"
  "What happens if I talk during the casting of a Ritual?"
  "What happens if I talk during the casting of a Ritual?"    
  The ritual will fail if it is negatively impacting another player/npc. If you are casting a ritual 
  that does not require you to actively participate in it, then you may talk with your cabin 
  mates, etc. See: What can be done during a Ritual. 
  "Can I research my own Formal Magic Ritual?"
  "Can I research my own Formal Magic Ritual?"
  "Can I research my own Formal Magic Ritual?"
  "Can I research my own Formal Magic Ritual?"    
  No. At this time the game is not designed to allow the players to research their own rituals. 
  This may come at a future time. If you have an idea for a new ritual, tell a PLOT member or 
  Formal Marshall, and they can relay it to the appropriate person. 
  “Can I combine rituals to see what happens?”
  “Can I combine rituals to see what happens?”
  “Can I combine rituals to see what happens?”
  “Can I combine rituals to see what happens?”    
  No. Unless specifically stated on the Scroll, Rituals cannot be combined to see what happens. 
  This is done to insure consistency and fairness in the Game. 
  “Can I cast Rituals during Spell Reset?” 
  “Can I cast Rituals during Spell Reset?” 
  “Can I cast Rituals during Spell Reset?” 
  “Can I cast Rituals during Spell Reset?”     
  No. If you are beginning an hour long Ritual at 4:30 and Reset is at 5:00, then the remaining 
  30 minutes will have to be continued once the in game signal is given again. 
  "Can I Cast Rituals on other players?"
  "Can I Cast Rituals on other players?"
  "Can I Cast Rituals on other players?"
  "Can I Cast Rituals on other players?"    
  This is permitted as long as it is noted on each Scroll. The other player may have something to 
  say about this if it is detrimental to that character! The procedure is the same for the most 
  part, with one significant difference. You MUST remain in the Circle or Formal Area the 
  entire casting time of the ritual. You must also conform to these guidelines: 
  You cannot talk. Any in game conversation will cause the Ritual to fail, and all components 
  will be lost. 
  
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  Any abrupt movement, such as being startled or falling out of a chair can cause the ritual to 
  fail. This would be judged by the Formal or Plot marshal present. Sleeping while casting the 
  Ritual will cause it to Fail.   
  You must be able to physically read the Scroll while casting the Ritual. There is no infra-vision 
  in SOLAR
  SOLAR
  SOLAR
  SOLAR. If the Marshal asks you to read the Scroll, you must be able to out of game, to 
  prove there is sufficient light to cast the ritual.  
  You may chant, sing, hum, or role-play in other suitable ways during the casting of the ritual. 
  You may also simply sit quietly in the circle with the Scroll in front of you. 
  You can also gesture in a quiet manner, such as pointing, nodding your head. You may not 
  mouth words, or write things down. (unless called for in the Ritual)  
  Finally, if all parties involved agree, then the requirements above can be waived, and the ritual 
  time must pass, then the Alterations can be pulled. 
  
   
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  SOLAR 
  MAGICAL PRODUCTION 
  Potions and Scrolls are another way of casting spells. They have the same affects as the spell by 
  the same name. Potions and Scrolls allow a person to cast a spell, which he may not have 
  learned yet, or to augment his Spell Pyramid. 
  POTIONS  
  Potions are ingested to gain their affects. While a player is not required to actually ingest the 
  phys-rep liquid, he must act out drinking the entire potion by counting to three and holding 
  the potion tag to his mouth. All effects from a potion are felt only by the character that drank 
  it. Also, potions bypass all spell defenses (Note: If a character has a spell defense active and 
  takes a potion which is a spell defense, only one, the higher level spell defense, will be active). 
  It is possible for a potion to be administered to an unconscious person by another character, 
  but the unconscious character cannot "accidentally" drink one.  
  Potions may be created each reset by a character with the Create Potion skill. For each level of 
  this skill, the character may produce 1 level of potions. That is, a character with Create Potion 
  level 4 may produce a Turn Undead (E,4) potion, two Endow (E,2) potions, or any other 
  combination of levels.  Potion Labs double this amount, and may be purchased in play. 
  SCROLLS 
  Scrolls can only be read by someone with Read Magic. A character may only cast from a 
  scroll if the spell is no more than four (4) levels above the highest level Celestial Spell the 
  character can cast without a scroll. If a character does not have a first level spell slot, he may 
  cast up to fourth level  Celestial Generalist scrolls. 
  For example, Thengar the Warrior, who has the Read Magic skill and no spell slots, may cast 
  up to fourth level spells from scrolls, whereas Alec the Celestial Mage, who has a fifth level 
  spell slot, may cast any level spell from scrolls of 9th level and below. 
  To cast a spell from a scroll, the caster must be able to read it (i.e., it cannot be dark). The 
  caster must then incant the verbal written on the scroll and throw a spell packet. Once cast, 
  the scroll disappears (out-of-play, the scroll must be torn in half and disposed of properly, 
  NOT on the ground.) 
  Scrolls may be created each reset by a character with the Create Scroll skill. For each level of 
  this skill, the character may produce 1 level of scrolls. That is, a character with Create Scrolls 
  level 4 may produce a Flame Bolt (C,4) scroll, two Armor (C,2) scrolls, or any other 
  combination of levels.  Scroll Libraries double this amount, and may be purchased in play. 
  CASTING MAGIC FROM ITEMS  
  There are magical items in SOLAR
  SOLAR
  SOLAR
  SOLAR which enable characters (in a limited fashion) to cast spells, 
  even if they do not have any magical skills. These items may be found on modules, vanquished 
  foes, or created by a caster via Formal Magic. 
  Magical Items 
  Magical Items 
  Magical Items 
  Magical Items –––– Usage and Activation
   Usage and Activation
   Usage and Activation
   Usage and Activation    
  All characters may activate Generalist Celestial and Earth magical items enabling them to cast 
  spells of 4th level and below, however in order to activate items above 4th level they must meet 
  certain requirements.  The requirements to activate a magical spell from an item is that the 
  character must possess a spell slot of a minimum of 4 levels below the spell he wishes to cast 
  from an item, for example -- to cast a Life (E,9) spell, a character would need to possess a 5th 
  level Earth Generalist or Druid spell slot; while to cast an Elemental Blast (C,9), a character 
  must possess a 5th level Elementalist spell slot.  Restrictions are also enforced for the 
  subclasses, for although a specialist may be able to cast 1st-4th spells from magical items of a 
  generalist nature, unless he possesses a secondary column of generalist nature he/she may not 
  
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  cast spells above 4th level from a generalist’s spell selection.  For example, a Confinist with four 
  9th level spells still cannot use a magical item to cast a Dragon’s Breath (C,8), unless he 
  possesses a 4th level Celestial Generalist or Elementalist spell slot in his secondary or tertiary 
  columns. 
  The Activation Procedure
  The Activation Procedure
  The Activation Procedure
  The Activation Procedure    
  To activate a magical item, the character must be wearing the magical item in an appropriate 
  location(i.e. rings on fingers, necklaces around the neck, earrings in ears, and so on) and must 
  say the full correct verbal for the spell being cast, not a code word or the spell name.  For 
  example, to cast a Life (E,9) spell from a magical item one would say “I grant you the gift of 
  Life!”, delivering a packet or touch-casting just as one would with any normal spell. 
  There are several types of magical items that grant magical spells to characters, the most 
  common of which are typically called “One-Shots” or enchanted items, which are spells that 
  are stored in a 6-12 inch rod or focus and have the specially prepared one-shot tags attached 
  to it. To activate a one-shot from a focus, a caster must have his hand on the focus and go 
  through the activation procedure as above except that before he or she says the verbal he or 
  she must say “Activate!”  For example, to cast a Life (E,9) spell from a one-shot a character 
  must have his hand on his focus, and then say “Activate! – I grant you the gift of Life!” 
  Magic Items 
  Magic Items 
  Magic Items 
  Magic Items –––– Special Circumst
   Special Circumst
   Special Circumst
   Special Circumstances
  ances
  ances
  ances    
  A character that casts a spell from an item is considered the caster of that spell.  Therefore, if 
  a Celestial caster were to cast a Circle of Power (C,9) from an item, he would be able to 
  lower and raise said Circle of Power (C,9), just as he would be able to if the spell had come 
  from his own memory. 
  A character wearing an item, which grants him the ability to cast a spell defense, is able to 
  activate that item, giving him another defense, without blowing his spell shield.  This is a rule 
  that is similar in manner to casters casting on themselves, under their own spell shields.  For 
  example, it is possible to have a Defend (E,8) and have your Toxin Shield (E,5) blown, it 
  would then be possible for a caster to activate an item to recast that Toxin Shield (E,5) on 
  himself without blowing his Defend (E,8).  The only exception to this rule is if the item grants 
  a spell Shield; in this case, the higher level shield will remain active and the lower level shield 
  will be dispelled.  It is also possible for a caster to cast healing spells from items under his own 
  spell shields, just as if he were casting the spells from memory.   
  
   
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  POISON PRODUCTION 
  CREATING & USING POISONS  
  Poison Lore is a prerequisite for identifying, making, and/or using poisons. Poison makers must 
  have Level 1 poison making to use ingested poisons, and level 10 to throw poison gases. 
  Production points are the number of points a poison maker can spend each day. A poison 
  maker has production points equal to his skill rank. A poison lab will double the Production 
  Points, up to 40 points.  
  Example: Alho Rengate has 5 levels of poison making and a lab. 5 x 2 = 10  
  A poison maker may only use one lab, for a maximum total of 40 points per character, per 
  day. Production points may be spent at Check In and Spell Reset. Production points may not 
  be traded or held over to the next day or next event. 
  The use of poisons is controversial and may be illegal in certain areas. Check with your local 
  seneschal. 
   
      
      
  Cost
  Cost
  Cost
  Cost    
  Poison
  Poison
  Poison
  Poison    
  Type
  Type
  Type
  Type    
  Production 
  Production 
  Production 
  Production 
  Points
  Points
  Points
  Points    
  Silver
  Silver
  Silver
  Silver    
   
   
   
   
  Berserk 
  Ingested  
  6 
  2 
  Berserk 
  Gas  
  12 
  5 
  Cause -2 Damage 
  Ingested  
  1 
  1 
  Cause -2 Damage 
  Gas  
  2 
  2 
  Cause -4 Damage 
  Ingested 
  2 
  1 
  Cause -4 Damage 
  Gas 
  4 
  2 
  Cause -12 Damage 
  Ingested 
  5 
  2 
  Charm 
  Ingested 
  4 
  2 
  Charm 
  Gas 
  8 
  4 
  Death 
  Ingested 
  5 
  2 
  Death 
  Gas  
  10 
  5 
  Forget-It-Well 
  Ingested 
  10 
  5 
  Forget-Me-Not 
  Ingested 
  8 
  4 
  Hallucinoid 
  Ingested  
  4 
  2 
  Instant Death 
  Ingested 
  8 
  4 
  Love 
  Ingested 
  6 
  2 
  Love Poison #9 
  Ingested  
  12 
  5 
  Nausea 
  Gas 
  8 
  4 
  Paralysis 
  Ingested  
  6 
  2 
  Paralysis 
  Gas 
  12 
  5 
  Sleep 
  Ingested  
  4 
  2 
  Sleep 
  Gas 
  8 
  4 
  Slow Poison 
  Ingested  
  2 
  1 
   
  Unless otherwise stated in the poison description, a Purify Blood (E,5), or Remedy 
  (E,7), will cure the effects of most poisons.  
  
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  SOLAR    ----    89
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  POISON DESCRIPTIONS 
  Berserk
  Berserk
  Berserk
  Berserk    
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested    
  Duration: 10 min.
  Duration: 10 min.
  Duration: 10 min.
  Duration: 10 min.    
  Causes victim to attack the nearest person, creature, friend or foe, within sight to the best of 
  his ability for ten minutes. Once subdued, the berserk goes away. 
  Cause 
  Cause 
  Cause 
  Cause ----2 Damage
  2 Damage
  2 Damage
  2 Damage    
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes two (2) Body Points of damage. 
  Cause 
  Cause 
  Cause 
  Cause ----4 Damage
  4 Damage
  4 Damage
  4 Damage    
  Type: Gas/Inge
  Type: Gas/Inge
  Type: Gas/Inge
  Type: Gas/Ingested
  sted
  sted
  sted    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes four (4) Body Points of damage. 
  Cause 
  Cause 
  Cause 
  Cause ----12 Damage
  12 Damage
  12 Damage
  12 Damage    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes 12 Body Points of damage. 
  Charm
  Charm
  Charm
  Charm    
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes the target to treat the attacker as though the attacker is his best friend in the world. 
  The victim must stay by the attacker's side and listen to his suggestions. 
  Although the attacker is the victim's best friend, the victim will not mindlessly follow the 
  attacker's orders, nor will he do anything that he would not normally do, unless the attacker 
  gives him a very good reason (that's why it's called role-playing). 
  If the attacker's party attacks the victim, the attacker must give a convincing reason why he is 
  not helping to defend the victim, or the spell will be broken immediately. 
  A character already under the Effects of a Charm (C,6 or monster Affect) is not affected by a 
  Charm poison. 
  The charm effect lasts 10 minutes.  
  Death 
  Death 
  Death 
  Death     
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Death Poison contaminates the blood of the victim. The victim will die in one minute unless 
  Purify Blood (E,5), Remedy (E,7),Renew (E,8), or proper antidote is administered. Painful 
  death, play it up. 
  While poisoned with a Death Poison, a character will be unable to fight, cast spells, or run. He 
  must slowly crawl wherever he wishes to go. The character may not be given a Killing Blow 
  until subdued. 
  
   
  90
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  Forget
  Forget
  Forget
  Forget----ItItItIt----Well
  Well
  Well
  Well    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes victim to forget one event from the past and remember a 1-10 word phrase in its 
  place (Plot marshal must be notified as soon as possible to record the phrase). This can only 
  be cured if done so within the first 2 hours. After that time and up to one year it can only be 
  removed with a Cleanse Ritual. After one year has passed it is permanent and cannot be 
  removed by any means.  Cannot be self-administered. The Identify formal ritual will not detect 
  this effect.  
  The player must keep the Forget-It-Well tag on his Skill ring. 
  Forget
  Forget
  Forget
  Forget----Me
  Me
  Me
  Me----Not
  Not
  Not
  Not    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes the victim to lose memory of the last fifteen minutes. A 1-10 word phrase, told to the 
  victim, will be remembered instead (plot marshal must be notified immediately to record the 
  phrase). This can only be cured if done so within the first 2 hours. After that time and up to 
  one year it can only be removed with a Cleanse Ritual. After one year has passed it is 
  permanent and cannot be removed by any means. Cannot be self-administered. The Identify 
  formal ritual will not detect this effect.  
  The player must keep the Forget-Me-Not tag on his skill ring. 
  Hallucinoid
  Hallucinoid
  Hallucinoid
  Hallucinoid    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes victim to hallucinate for ten minutes. Cannot engage in combat or cast spells. Use 
  imagination with this one, and remember, whatever you choose to hallucinate about, you have 
  to do it for ten minutes. 
  Instant Death
  Instant Death
  Instant Death
  Instant Death    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Kills living target instantly, as if struck by a killing blow. 
  Love
  Love
  Love
  Love    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes the victim to fall deeply in love with the next person of the appropriate sex until the 
  next new moon. May be cured by Purify Blood (E,5), Remedy (E,7), Renew (E,8), Charm 
  Break (skill), Resurrection or the proper antidote. This effect does NOT require you to act in 
  a way that makes you uncomfortable.  
  Love Poison #9
  Love Poison #9
  Love Poison #9
  Love Poison #9    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instan
  Duration: Instan
  Duration: Instan
  Duration: Instantttt    
  Same as Love (above), but may only be cured by Love Antidote #9, or if the character is 
  Resurrected. 
  
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  SOLAR    ----    91
  91
  91
  91 
  Nausea
  Nausea
  Nausea
  Nausea    
  Type: Gas
  Type: Gas
  Type: Gas
  Type: Gas    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes the victim to be sick and weak enough to be unable to run, and call –2 damage in 
  combat. 
  Paralysis
  Paralysis
  Paralysis
  Paralysis    
  Type: Gas/In
  Type: Gas/In
  Type: Gas/In
  Type: Gas/Ingested
  gested
  gested
  gested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Completely immobilizes the target. He may not move any part of his body. Other characters 
  may move parts of his body to pose him and may also give the victim a Killing Blow. Only an 
  Unparalyze (E,8), Purify Blood (E,5), Remedy (E,7), Renew (E,8) spell, or the proper 
  antidote will release the victim from his paralysis. Victim is paralyzed for ten minutes. 
  Sleep
  Sleep
  Sleep
  Sleep    
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes the target to fall into a deep sleep. He may only be awakened by shaking for 10 
  seconds, casting a Purify Blood (E,5), Remedy (E,7), or Renew (E,8), administering the 
  proper antidote, or by allowing it to run its course, which will wear off in ten minutes. 
  Slow Poison
  Slow Poison
  Slow Poison
  Slow Poison    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes one (1) Body Point of damage per minute until treated. If not treated, the character 
  will die within one hour, regardless of the number of body points he has left.. 
  Cure spells or potions will not cure this damage until a Purify Blood (E,5), Remedy (E,7), or 
  Renew (E,8) spells or proper antidote is administered. 
  
   
  92
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  92    ---- The Game System of 
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  SOLAR
  SOLAR 
  ALCHEMY PRODUCTION 
  CREATING & USING ALCHEMICAL SOLUTIONS 
  Herbal Lore is a prerequisite for identifying, making, and/or using alchemical solutions. 
  Alchemists must have level 1 alchemy to use ingested elixirs or solvents, and level 10 to use 
  alchemical gasses. Production points are the number of points an alchemist can spend each 
  day. An alchemist has production points equal to his skill rank. An alchemy lab will double the 
  production points, up to 40 points. 
  Example: Black J. Armond has 5 skill levels of alchemy and a lab. 5 x 2 = 10  
  An alchemist may only use one lab, for a maximum total of 40 points per character, per day. 
  Production points may be spent at Registration and Spell Reset. Production points may not be 
  traded or held over to the next day or next event. 
   
   
   
  Cost
  Cost
  Cost
  Cost    
  Alchemical Solution
  Alchemical Solution
  Alchemical Solution
  Alchemical Solution    
  Type
  Type
  Type
  Type    
  Production 
  Production 
  Production 
  Production 
  Points
  Points
  Points
  Points    
  Silver
  Silver
  Silver
  Silver    
   
   
   
   
  10 Acid 
  Gas 
  4 
  2 
  20 Acid 
  Gas 
  9 
  5 
  30 Acid 
  Gas 
  20 
  10 
  Alchemical Solvent 
  Solvent 
  4 
  2 
  Antidote 
  Ingested 
  5 
  3 
  Antidote Gas 
  Gas 
  10 
  5 
  Cure +12 Damage 
  Solvent 
  7 
  3 
  Cure +2 Damage 
  Elixir 
  2 
  1 
  Cure +2 Damage 
  Gas 
  4 
  2 
  Light 
  Solvent 
  1 
  1 
  Love Poison #9 Antidote 
  Elixir 
  7 
  3 
  Oil of Slipperiness 
  Solvent 
  5 
  3 
  Paste of Stickiness 
  Solvent 
  5 
  3 
  Vorpal Coating +1 
  Solvent 
  8 
  4 
  Vorpal Coating +2 
  Solvent 
  15 
  7 
  Vorpal Coating +3 
  Solvent 
  20 
  10 
   
  Elixirs must be ingested, solvents must be applied, and gasses are thrown. See Throwing Gasses 
  after Poison Descriptions for information on constructing the gas packs and using them in 
  combat. 
   
  ALCHEMICAL SOLUTION DESCRIPTIONS  
  10 Aci
  10 Aci
  10 Aci
  10 Acidddd    
  Type: Gas
  Type: Gas
  Type: Gas
  Type: Gas    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes ten (10) points of damage, armor and/or body, upon contact when vial is broken. Vial 
  must be thrown at intended target. This damage can be blocked by shields. 
  
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  SOLAR    ----    93
  93
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  93 
  20 Acid
  20 Acid
  20 Acid
  20 Acid    
  Type: Gas
  Type: Gas
  Type: Gas
  Type: Gas    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes twenty (20) points of damage, armor and/or body, upon contact when vial is broken. 
  Vial must be thrown at intended target. This damage can be blocked by shields. 
  30 Acid
  30 Acid
  30 Acid
  30 Acid    
  Type: Gas
  Type: Gas
  Type: Gas
  Type: Gas    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Causes thirty (30) points of damage, armor and/or body, upon contact when vial is broken. 
  Vial must be thrown at intended target. This damage can be blocked by shields. 
  Alchemical Solvent
  Alchemical Solvent
  Alchemical Solvent
  Alchemical Solvent    
  Type: Solvent
  Type: Solvent
  Type: Solvent
  Type: Solvent    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Negates an Oil if Slipperiness or Paste of Stickiness. 
  Antidote Gas
  Antidote Gas
  Antidote Gas
  Antidote Gas    
  Type: Gas
  Type: Gas
  Type: Gas
  Type: Gas    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Neutralizes the effects of any gas poison that has not become permanent. 
  Cure +2 Damage Elixir or Gas
  Cure +2 Damage Elixir or Gas
  Cure +2 Damage Elixir or Gas
  Cure +2 Damage Elixir or Gas    
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested
  Type: Gas/Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Restores two (2) Body Points. 
  Cure +12 Damage 
  Cure +12 Damage 
  Cure +12 Damage 
  Cure +12 Damage ---- Elixir
   Elixir
   Elixir
   Elixir    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Restores twelve (12) Body Points. 
  Ingested A
  Ingested A
  Ingested A
  Ingested Antidote
  ntidote
  ntidote
  ntidote    
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Neutralizes the effects of any gas poison that has not become permanent. 
  Light
  Light
  Light
  Light    
  Type: Solvent
  Type: Solvent
  Type: Solvent
  Type: Solvent    
  Duration: 12 Hours
  Duration: 12 Hours
  Duration: 12 Hours
  Duration: 12 Hours    
  Produces light when vial is broken over object to be lit. Does not affect creatures otherwise 
  harmed by Light (E,1) spells. Lasts until daybreak. A light elixir cannot be applied to weapons. 
  
   
  94
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  SOLAR
  SOLAR 
  Love Poison #9 Antidote 
  Love Poison #9 Antidote 
  Love Poison #9 Antidote 
  Love Poison #9 Antidote     
  Type: Ingested
  Type: Ingested
  Type: Ingested
  Type: Ingested    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  Negates Effects of Love Poison #9. 
  Oil of Slipperiness
  Oil of Slipperiness
  Oil of Slipperiness
  Oil of Slipperiness    
  Type: Solvent
  Type: Solvent
  Type: Solvent
  Type: Solvent    
  Duration: Instant
  Duration: Instant
  Duration: Instant
  Duration: Instant    
  When applied to an item, it cannot be picked up for one hour. When applied to an area, no 
  one may enter the affected area without slipping. Makes one vial, about one ounce, which will 
  cover a 12-inch by 12-inch area. 
  Paste of Stickiness
  Paste of Stickiness
  Paste of Stickiness
  Paste of Stickiness    
  Type: Solvent
  Type: Solvent
  Type: Solvent
  Type: Solvent    
  Duration: 1 Hour
  Duration: 1 Hour
  Duration: 1 Hour
  Duration: 1 Hour    
  Acts as a glue for one hour. Can also be used to paste objects to someone so they cannot be 
  removed for an hour. Makes one vial, about one ounce, which will cover a 12-inch by 12-
  inch area. 
  If a player pastes a weapon to his hand, and that weapon is shattered (e.g. Shatter (C,3) 
  spell), he cannot wield a weapon with that hand until paste wears off or is removed by the 
  Alchemical Solvent or an Unbind (E,5) spell. Likewise if a player is disarmed (C,1) or 
  fumbled (E,1), he cannot use the weapon for the 5-second duration of the spell. 
  Vorpal Coating +1
  Vorpal Coating +1
  Vorpal Coating +1
  Vorpal Coating +1    
  Type: Solvent
  Type: Solvent
  Type: Solvent
  Type: Solvent    
  Duration: Until used
  Duration: Until used
  Duration: Until used
  Duration: Until used    
  Applied to any weapon, causes additional one (1) point of damage for 3 swings upon initial 
  contact with armor or body. Solvent is applied to the weapon blade, and tag should be taped 
  to the weapon. Vorpal Coatings may not be stacked with other alchemical solutions. 
  Vorpal Coating +2
  Vorpal Coating +2
  Vorpal Coating +2
  Vorpal Coating +2    
  Type: Solvent
  Type: Solvent
  Type: Solvent
  Type: Solvent    
  Duration: Until used
  Duration: Until used
  Duration: Until used
  Duration: Until used    
  Applied to any weapon, causes additional two (2) points of damage for 3 swings upon initial 
  contact with armor or body. Solvent is applied to the weapon blade, and tag should be taped 
  to the weapon. Vorpal Coatings may not be stacked with other alchemical solutions. 
  Vorpal Coating +3
  Vorpal Coating +3
  Vorpal Coating +3
  Vorpal Coating +3    
  Type: Solvent
  Type: Solvent
  Type: Solvent
  Type: Solvent    
  Duration: Until used
  Duration: Until used
  Duration: Until used
  Duration: Until used    
  Applied to any weapon, causes additional three (3) points of damage for 3 swings upon initial 
  contact with armor or body. Solvent is applied to the weapon blade, and tag should be taped 
  to the weapon. Vorpal Coatings may not be stacked with other alchemical solutions. 
  
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  SOLAR    ----    95
  95
  95
  95 
  TRAP PRODUCTION 
   
  CREATING & USING TRAPS 
   
  Any character that has the Create Traps: Level 1 skill can build and set a trap.   To build a trap 
  the player must first have a phys-rep of the appropriate size and function including a “trigger” 
  for the trap.  Triggers can be any audio device (such as buzzers, snaps, mouse traps, balloons, 
  etc.) or visual device (such as lights, electric sparklers, brightly colored streamers, etc).  No 
  fireworks of ANY kind may be used for triggers.  
  Traps are built using the Production Point System. For each level of Create Trap that is bought, 
  the character has one (1) Production Point to spend on building traps each check-in and Reset.  
  The number of production points used to create a trap determines its cost in silver and the 
  amount of damage it does.  The cost is one (1) silver per one (1) Production Point, and the 
  damage per Production Point varies by trap type. 
  Trap Labs double the production points for one person each reset. They are purchased in 
  play. 
  At reset, you spend production points to build your traps and receive your Trap Cards. The 
  Trap Card lists what type of trap it is, how much damage it does, and any special effects the 
  trap may have. Traps can only be used in areas where Marshal Notes are posted or on 
  Modules (with prior approval of the Module Marshal). The trap card must be placed in the 
  Marshal Notes folder or be attached to the trap phys-rep.  
  Traps may hurt characters, but not players. Unsafe traps are prohibited.
  Traps may hurt characters, but not players. Unsafe traps are prohibited.
  Traps may hurt characters, but not players. Unsafe traps are prohibited.
  Traps may hurt characters, but not players. Unsafe traps are prohibited.    
  Setting Traps
  Setting Traps
  Setting Traps
  Setting Traps    
  Traps can be set as fast as the player can set it. If the character setting the trap takes any 
  damage while setting the trap, then the trap is triggered and he/she will also take the full 
  damage of the trap. 
  Once set, a trap can only be moved after it is disarmed. 
  Also, traps may not be set within five (5) feet of each other, measured from the center of 
  each trap. Traps within five (5) feet of each other will fail to have any effect when triggered. 
  However, the radius effect of the traps may overlap to cause a target to take damage from 
  multiple traps at the same time.  
  Disarming Trap
  Disarming Trap
  Disarming Trap
  Disarming Trapssss    
  If a character without the Disarm Traps skill attempts to disarm a trap, it will trigger it 
  immediately.  Characters attempting to disarm that have the Disarm Trap skill must actually 
  physically disarm the trap - having the skill does not guarantee success! 
  The trap may be disarmed in any manner that does not cause permanent damage to the trap 
  phys-rep. Permanent damage is any damage that the Rogue Marshal cannot repair quickly.  
  Once a trap is disarmed, it may be moved and used again by anyone with Create Trap level 1 
  skill, however, the new owner must make his/her own trap phys-rep, the old phys rep is 
  belongs to the trap’s original owner.  
  
   
  96
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  96    ---- The Game System of 
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  TRAP DESCRIPTIONS    
  Acid Trap
  Acid Trap
  Acid Trap
  Acid Trap    
  Min Damage: 20
  Min Damage: 20
  Min Damage: 20
  Min Damage: 20    
  Damage per Production Point: 4
  Damage per Production Point: 4
  Damage per Production Point: 4
  Damage per Production Point: 4    
  Max Damage: 120
  Max Damage: 120
  Max Damage: 120
  Max Damage: 120    
  Description: Acid traps spray a myriad of toxic acids that affects everyone within 5 feet of the trap. 
  This corrosive cloud not only eats the flesh from their victim but also destroys any of their most 
  fragile possessions. 
  Acid Traps use some sort of audio or visual device to announce the trap has been activated. 
  The phys-rep for the trap must be at least one-half a cubic foot in volume (12”x 12”x 6”). 
  Once triggered, an Acid Trap deals full damage to everyone within a five (5) foot radius of 
  the center of the trap. Any alchemy, poisons, potions, or scrolls on the affected characters are 
  automatically destroyed. Once triggered or misfired, the trap is destroyed and may not be 
  reset. 
  Explosive Trap
  Explosive Trap
  Explosive Trap
  Explosive Trap    
  Min Damage: 20
  Min Damage: 20
  Min Damage: 20
  Min Damage: 20    
  Damage per Production Point: 2
  Damage per Production Point: 2
  Damage per Production Point: 2
  Damage per Production Point: 2    
  Max Damage: 80
  Max Damage: 80
  Max Damage: 80
  Max Damage: 80    
  Description: Explosive traps contain volatile materials bundled with lethal shrapnel. When triggered, 
  the trap explodes violently, ripping through its victims and destroying most of their non-magical 
  possessions. 
  Explosive Traps use some sort of audio or visual device to announce the trap has been 
  activated. The phys-rep for the trap must be at least one (1) cubic foot in volume: (12”x 
  12”x 12”). 
  Once triggered, an Explosive Trap deals full damage to everyone within a five (5) foot radius 
  of the center of the trap. Any item which can be shattered (as per the spell Shatter (C,3) is 
  destroyed. This includes, but is not limited to, weapons, shields, silver, potions, scrolls, 
  poisons, formal components, etc. Once triggered or misfired, the trap is destroyed and may 
  not be reset. 
  Fir
  Fir
  Fir
  Fire Trap 
  e Trap 
  e Trap 
  e Trap     
  Min Damage: 20
  Min Damage: 20
  Min Damage: 20
  Min Damage: 20    
  Damage per Production Point: 4
  Damage per Production Point: 4
  Damage per Production Point: 4
  Damage per Production Point: 4    
  Max Damage: 120
  Max Damage: 120
  Max Damage: 120
  Max Damage: 120    
  Description: Fire Traps erupt in a giant fireball, engulfing the victim in an inferno that both melts 
  flesh and consumes their fragile possessions as well.    
  Fire Traps use some sort of audio or visual device to announce the trap has been activated. 
  The phys-rep for the trap must be at least one-half a cubic foot in volume.  
  (12”x 12”x 6”) 
  Once triggered, a Fire Trap deals full damage to everyone within a five (5) foot radius of the 
  center of the trap. Any alchemy, poisons, potions, or scrolls on the affected characters are 
  automatically destroyed. Once triggered or misfired, the trap is destroyed and may not be 
  reset.  
  The Fire Shield (E,5) or Elemental Shield (E,8) spells will protect against all damage done by a 
  Fire Trap. 
  
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  SOLAR    ----    97
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  Gas Trap
  Gas Trap
  Gas Trap
  Gas Trap    
  Damage:  Special (Per poison used)
  Damage:  Special (Per poison used)
  Damage:  Special (Per poison used)
  Damage:  Special (Per poison used)    
  The Production Point cost for a Gas Trap is equal to Production Point cost for the gas being 
  placed in the trap. The vial holding the gas must be placed in the trap when it is set. Ingested 
  poisons may not be placed in a gas trap, only gasses. When the trap is triggered, it has a 5' 
  radius of affect and may not be reset. Double Production Points may be used to increase the 
  radius affect to 8’ radius. 
  Massive Mechanical
  Massive Mechanical
  Massive Mechanical
  Massive Mechanical    
  Min D
  Min D
  Min D
  Min Damage: 20
  amage: 20
  amage: 20
  amage: 20    
  Damage per Production Point: 4
  Damage per Production Point: 4
  Damage per Production Point: 4
  Damage per Production Point: 4    
  Max Damage: 120
  Max Damage: 120
  Max Damage: 120
  Max Damage: 120    
  Cost is 4 silver per production point
  Cost is 4 silver per production point
  Cost is 4 silver per production point
  Cost is 4 silver per production point    
  A large crushing-type object, such as a boulder falling from above, a swinging sword, etc, must 
  represent a Massive Mechanical Trap. 
  A Massive Mechanical Trap may not have an area of affect larger than eight (8) feet in 
  diameter. Massive Mechanical Traps may be reset by anyone possessing the Set Traps skill after 
  they are used. 
  A Massive Mechanical Slay trap cost 40 production points and 25 gold to create. 
  Mechani
  Mechani
  Mechani
  Mechanical Traps
  cal Traps
  cal Traps
  cal Traps    
  Min Damage: 10 
  Min Damage: 10 
  Min Damage: 10 
  Min Damage: 10     
  Damage per Production Point: 2
  Damage per Production Point: 2
  Damage per Production Point: 2
  Damage per Production Point: 2    
  Max Damage: 80
  Max Damage: 80
  Max Damage: 80
  Max Damage: 80    
  Cost is 2 silver per production
  Cost is 2 silver per production
  Cost is 2 silver per production
  Cost is 2 silver per production    
  Mechanical Traps use some sort of firing device that launches or swings a foam projectile at 
  their victim. These projectiles should fall under the minimum and maximum sizes for small 
  weapons and contain no PVC. These projectiles may be blocked by a shield and/or batted 
  away by a weapon. Mechanical Traps may be reset by anyone possessing the Set Traps skill 
  after they are used. 
  A Mechanical Slay trap costs 20 production points and 10 gold to create. 
  
   
  98
  98
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  98    ---- The Game System of 
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  SOLAR
  SOLAR
  SOLAR 
  MONSTERS 
   
   
  SPECIAL ATTACKS BY MONSTERS 
  Most of the following special attacks or “taglines” are administered through the use of claws.  
  In the rare case that a tagline can be utilized via a weapon, this will be notated within the 
  description of that ability.   
  Claws may not be used to block damage. Any damage dealt to a monster's claw affects the 
  monster.  Taglines, unless otherwise noted, have a duration of ten (10) minutes. 
  Some of these taglines or abilities are very rare – others are more commonplace.  It is 
  suggested that players familiarize themselves with these abilities in order to better understand 
  and role-play the effects when they encounter them.  All tagline monster attacks are 
  considered metabolic in nature except for “body”. 
  Body
  Body
  Body
  Body    
  Any attack paired with this tagline will go immediately to the target’s body total, bypassing 
  any armor points that the target possesses.  Attacks with this tagline can be blocked by 
  physical means (weapons and shields).   
  The body tagline is considered a “magical” attack for the purpose of immunities. 
  Curse
  Curse
  Curse
  Curse    
  This attack, once it penetrates armor points, affects the target with the curse spell.  Attacks 
  with this tagline can be blocked by physical means (weapons and shields).   
  The body tagline is considered a “magical” attack for the purpose of immunities. 
  Disease
  Disease
  Disease
  Disease    
  This attack, once it penetrates armor points, affects the target with a non-contagious disease.  
  The target can fight but calls two (2) points less damage in combat, regardless of whether they 
  may have Weapon Proficiencies or enhanced strength. Additionally, the target can cast spells 
  but cannot run or use the Dodge or Dodge-Block skill.  This disease can be cured as any 
  normal disease.  This attack will affect any living individual, regardless of whether or not they 
  are healed by chaos. 
  Typically only used by claw-wielding monsters, this tagline may occasionally be used with 
  weapons.   
  Drain Life
  Drain Life
  Drain Life
  Drain Life    
  This attack, once it penetrates armor points, drains the majority of life energy from the target, 
  leaving only enough for him/her to crawl. The victim may not fight or cast spells.  As per the 
  Drain Life (C,7) spell, the target may not be the recipient of a Killing Blow unless they are first 
  subdued and the use of a Remedy (E,7), or Renew/Waste (E,8) spell will restore the missing 
  life force to the victim. 
  Entangle
  Entangle
  Entangle
  Entangle    
  Any attack paired with this tagline will cause the target to be physically immobilized from the 
  neck down, and rooted to the spot where entangled. As with the Entangle (E,3) spell, this 
  effect may be broken with any endow or empower spell or someone else using an edged 
  weapon may cut the target free.  Any natural strength bonus of two (2) or higher will break 
  Entangle effects. 
  
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  SOLAR    ----    99
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  Massive
  Massive
  Massive
  Massive    
  Any attack with this tagline is so forceful that it cannot be blocked by any ‘normal’ means.  
  Any attempt to block this attack by use of weapons or shields results in the person wielding 
  the weapon/shield to suffer the damage.  The Critical Parry, Fatal Blow Parry, Shield Parry, 
  Dodge and Dodge-Block skills may NOT be utilized to avoid these strikes.   
  Nausea
  Nausea
  Nausea
  Nausea    
  This ability makes the target sick, and unable to do anything but retch and crawl.  It must 
  penetrate the target’s armor points if delivered via a claw or weapon.  If used as a packet 
  attack, it will affect the victim unless they are wearing a “Toxin Shield” (E,5) or are resistant 
  to poison effects.  The target may not be given a Killing Blow until subdued.   
  This attack will affect any living individual, regardless of whether or not they are healed by 
  chaos. 
  Paralyze
  Paralyze
  Paralyze
  Paralyze    
  This attack, once it penetrates armor points, completely immobilizes the target. They may not 
  move any part of their body, although others may, and may be the recipient of a Killing Blow.  
  As per the Paralyze (E,8) spell, a Remedy (E,7) or Unparalyze (E,8) spells will release the 
  target from the paralysis.  Victims of paralyzation are aware of their surroundings and can hear 
  and feel pain, but may not react to it. 
  Poison
  Poison
  Poison
  Poison    
  This attack, once it penetrates armor points, contaminates the blood of the victim.   While 
  poisoned, the inflicted target will be unable to fight, cast spells, or run. They must slowly crawl 
  wherever they wish to go. The target may not be given a Killing Blow until subdued.   
  This attack will affect any living individual, regardless of whether or not they are healed by 
  chaos.    
  Rust
  Rust
  Rust
  Rust    
  Any attack paired with this tagline will cause the item struck to crumble into useless rust if 
  made of normal metal.  This includes normal weapons and armor.   
  When the item(s) are destroyed, the tag(s) for said item(s) should be given over to the player 
  of the monster.  Armor and weapons destroyed by the ‘Rust’ tagline may NOT be repaired 
  by the use of the Armorsmith skill, and new tags (representing the acquisition of said item) 
  must be acquired in-play (usually by purchase at the Armorsmiths).  
  Weakness
  Weakness
  Weakness
  Weakness    
  This attack, once it penetrates armor points, reduces the target’s strength. The target calls four 
  (4) points less damage in combat, regardless of whether they have Weapon Proficiencies or 
  enhanced strength.   
   
   
   
   
  
   
  100
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  100    ---- The Game System of 
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  SOLAR
  SOLAR
  SOLAR 
  MONSTER ABILITY DESCRIPTIONS 
  Breaking Confining Spells 
  Breaking Confining Spells 
  Breaking Confining Spells 
  Breaking Confining Spells     
  This is the breaking of the spell/ability that mimics the indicated spell on the monster, usually 
  by brute strength.  It requires a certain strength bonus, a count (Breaking One...Breaking 
  Two... etc.) and a loss of body points for the monster.  This can ONLY be done by a monster 
  if that monster is affected, and multiple creatures jointly combining their strength will NOT 
  have a cumulative effect   Unless stated in a monster’s description, the following rules apply:   
   
  To Break: 
   
   
  Requires: 
  Physical Web/Entangle 
  Endow or +2 Strength, no count, 0 Body loss  (Say “BREAK” or 
  “ENDOW BREAK”) 
  Pins/Traps 
   
   
  +2 Strength, 3 Count, loss of 3 Body 
  Binds/Snares  
   
  +4 Strength, 4 Count, loss of 6 Body 
  Webs  
   
   
  +6 Strength, 6 Count, loss of 12 Body 
  Imprisons  
   
   
  +10 Strength, 10 Count, loss of 25 Body 
  Stone Web 
   
   
  +12 Strength, 24 Count, loss of 25 Body 
   
  Certain monsters have such great Strengths that they are able to just ‘SNAP’ the hold of the 
  effect on them.  In this case, there is no breaking count or Body loss.  The monster just says 
  ‘SNAP’ and continues on its path.  This required strength is 2 times plus 1 the amount 
  normally needed to break the confining magic (i.e., +5 strength to ‘SNAP’ a Trap).  Certain 
  monsters may have the ability to ‘SNAP’ confining at a greater rate than their strength 
  indicates – if so, this will be notated in the monster’s description. 
  Gaze
  Gaze
  Gaze
  Gaze    
  Some creatures may make special attacks with a piercing gaze.  This packet delivered attack 
  ignores protective barriers such as Circle of Power/Protection, Ward or Wall of Force DO
  DO
  DO
  DO 
  protect those inside from the gaze’s effect.   
  Immunity
  Immunity
  Immunity
  Immunity    
  Sometimes creatures will be completely immune to an attack type and will respond with ‘No 
  Effect!’ if attacked with that attack form.  No amount of damage by that type of attack will 
  harm the creature.  Some creatures are immune to certain types of weapon damage, insofar as 
  weapons of that type are not effective against them.   
  An example of this is where a creature is immune to ‘normal’ weapons and may only be 
  harmed by ‘silver’ or ‘better’ weapons.   
  Influence and Vampyric Dominate
  Influence and Vampyric Dominate
  Influence and Vampyric Dominate
  Influence and Vampyric Dominate    
  A natural power that closely imitates the effects of the Charm (C,6) and Friendship (E,7) 
  spells; constant eye contact must be maintained between monster and victim for 10 seconds 
  for the power to take effect.  The ability has a duration of ten (10) minutes.   
  While Influenced, the victim will do whatever the creature desires and is only interested in 
  protecting and serving the creature, even to the point of defending it from attacks by friends.  
  The victim will not ‘out and out’ attack friends, but will defend the creature if the player 
  senses danger to it.  Either the creature must die or the time limit must expire for the effects 
  to wear off.   Disrupt Enchantment, Dispel Greater Magic and Disjunction will also remove the 
  effect from an individual, as will the Charm Break ability of Sylvan fey. 
   
   
  
  The Game System of 
  The Game System of 
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  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    101
  101
  101
  101 
  Phase/Meld
  Phase/Meld
  Phase/Meld
  Phase/Meld    
  This ability allows the creature to either ‘Phase’ or ‘Meld’ into or out of sight or into or out of 
  an element of nature (Earth, Stone, Wood, Water, Air).  Unless otherwise stated, it takes a 
  slow three count of saying ‘Phasing in 1, Phasing in 2, Phasing in 3’ for an unseen creature to 
  ‘Phase’ in and be seen and become attackable.  It cannot be seen or sensed until the count is 
  over.   
  While doing the phasing in count, the monster holds his weapons over his head and slowly 
  brings them down to usable location by his side. To ‘Phase Out’, a slow three count of  
  ‘Phasing out 1, Phasing out 2, Phasing out 3’ is necessary and the creature is visible and able 
  to be damaged until completely phased out.  While phasing in or out, the creature can change 
  its mind and phase back the other way, by reversing the count and putting their weapons back 
  in position as required.  A ‘Phased Out’ creature can sense other creatures, but does not know 
  who they are unless the monster has encountered them before and “recognizes” them.  The 
  ability to ‘Meld’ works the exact same way, but is generally used for going into and out of the 
  solid elements, while the ‘Phase’ ability is generally used for air and other ‘Planes’.   The 
  Shackle (C,9) spell will trap a phasing or melding creature on the current plane of existence 
  for 1 hour, denying them the ability to phase or meld.  A ‘Phased Out’ creature may walk 
  through solid objects, including both doors and walls – out of play, the person playing the 
  ‘Phased’ creature may open doors or move around obstacles as necessary to simulate his or 
  her phasing through the object.  A “phased” creature may NOT phase through a raised Wall 
  of Force (C, 8), Circle of Power (C, 9), Circle of Protection (E, 9), or Ward (C, 9).   
  Physical Bind
  Physical Bind
  Physical Bind
  Physical Bind    
  ‘Physical Bind’ is a physical confining attack similar to Entangle, though stronger and it is not 
  magical.  This effect acts just like the Bind (E,5) or Snare (C,4) spells.  Generally a packet 
  attack, it requires a +4 Strength bonus to break, taking a 4 count to break it and causing 4 
  points of damage to the victim. 
  Physica
  Physica
  Physica
  Physical Web
  l Web
  l Web
  l Web    
  ‘Physical Web’ is a physical confining attack, which creates a physical web around the victim, 
  immobilizing them.  Generally a packet attack, it takes a +2 natural Strength bonus to break, 
  or any of the strength enhancing spells such as Endow (E,2), Empower (C,1), Delayed 
  Empower (C,2), or Greater Endow (E,4) will also break the Physical Web.  It does not take a 
  count to break the Physical Web and causes no damage to the victim when broken. 
  Resistance
  Resistance
  Resistance
  Resistance    
  Certain creatures are resistant to certain attack types.  When they are hit with an attack that 
  they are resistant to, they will state ‘Resist!’.  Sometimes the creature is only a bit resistant to 
  the attack form and will only be able to “Resist” the damage type once, however some 
  creatures are able to resist the damage type more often.  However, they are not immune to 
  the damage type and should their resistances be used up, then they are affected by the attack 
  as normal.  
  Standard Lesser Undead Package
  Standard Lesser Undead Package
  Standard Lesser Undead Package
  Standard Lesser Undead Package    
  All lesser undead have the following Abilities/Immunities/Disadvantages, unless stated 
  otherwise in their description: 
  • 
  Healed normal by Chaos Magic  
  • 
  Harmed double by Curing magic  
  • 
  Immunity to Doom, Mind Effecting (Charm, Friendship, Sleep, Trance) and Metabolic (Life 
  Drain/Poison, Age/Wither Limb, Paralyze) 
  • 
  Effected by Elude Undead, Repel Undead, Control Undead, Turn Undead, Zone of Life and 
  Greater Control Undead 
  • 
  Destroyed into a pile of dust by Destroy Undead spell unless it has a Armor of the Dead, Spirit 
  Armor or Mage Armor 
  • 
  Destroyed utterly by Annihilate Undead spell regardless of whether it has a spell shield or not    
  
   
  102
  102
  102
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  SOLAR
  SOLAR
  SOLAR 
  Stone Web
  Stone Web
  Stone Web
  Stone Web    
  The strongest of the natural physical-confining attacks, Stone Web is a generally a packet 
  attack and acts like the Imprison  (C,8) spell except for the fact that the victim is stuck to the 
  ground.  It is a physical, not magical attack as well and requires a longer count to break.  
  While trapped within a Stone Web, the victim cannot be affected by spells or physical damage.  
  The duration for a Stone Web is 10 minutes.  
  Tidal Wave
  Tidal Wave
  Tidal Wave
  Tidal Wave    
  When this ability is used, ‘Tidal Wave!’ is uttered anyone within a 20-foot radius of the 
  creature backs up 20 feet and lies down on the ground and also takes 5 points of Body 
  damage.   
  Threshold
  Threshold
  Threshold
  Threshold    
  A monster with Threshold has hide, skin, shell or some other defensive ‘layer’ that is resistant 
  to damage.  It takes a certain amount of damage to penetrate this ‘Threshold’ and damage 
  equal to or less than the threshold does not penetrate and cause no damage to the creature.   
  Once this amount is exceeded by at least one point, the creature takes all damage dealt by the 
  opponent. For example, a creature with a Threshold of 2 is immune to attacks that deal one 
  or two points of damage, but if hit for 3 or more will take all 3 points of damage. 
  Toughness
  Toughness
  Toughness
  Toughness    
  A monster with Toughness has a very resilient hide or other defensive layer that absorbs 
  damage dealt to it.  Any amount less than or equal to the Toughness value is completely 
  ignored by the creature.   Any attack that exceeds the value for the Toughness results in 
  lessened damage to the creature by the amount of the Toughness.   
  For example, a creature with a Toughness of 3 is hit by an attack dealing 5 points of damage 
  will take 2 (5 minus 3) points of damage. 
  Wave
  Wave
  Wave
  Wave    
  When this ability is used, ‘Wave!’ is uttered and then a Hold is called.  Anyone within a 10-
  foot radius of the creature backs up 10 feet and lies down on the ground.  Once everyone is 
  down, play is resumed. 
  Some monsters have the ability to cause certain affects with their attacks and will call the 
  appropriate damage (i.e., "4 Life Drain!"). In order for the character to be affected by this, 
  he must take body damage from the creature. Armor will take the amount of damage called 
  but will protect the wearer from the Affect. 
  For example, Sven Rigard has 10 body points and 7 armor points. He (unfortunately) finds 
  himself in combat with a spectre that is calling, "5 Life Drain." The first blow the spectre lands 
  on Sven takes away 5 armor points, leaving him with 2 armor and 10 body. The next blow 
  the spectre lands will take away 2 armor, but also 3 body. This means the spectre's special 
  Life Drain attack has affected Sven and he can now no longer fight. Left unaided, the spectre 
  could choose to subdue Sven (beat him to 0 body) and kill him or just leave him there until 
  the effects of the Life Drain wear off. 
  Left untreated, all special monster effects last for ten minutes. Listed below are some of the 
  more common special attacks:  Any special attack which states the name of a spell (e.g. "5 
  Sleep!") have the same effect as the spell but shall only last 10 minutes. 
  
  The Game System of 
  The Game System of 
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  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    103
  103
  103
  103 
  STEALING AND SEARCHING 
  Stealing a Weapon
  Stealing a Weapon
  Stealing a Weapon
  Stealing a Weapon    
  When a player has his weapon checked for safety, he will be given a weapon tag along with the 
  weapon safety tag (provided it is deemed safe), both of which should be placed on your tag 
  ring (provided by SOLAR
  SOLAR
  SOLAR
  SOLAR). A weapon must have a weapon tag in order to be used. A 
  marshal may ask to see a weapon tag at any time and may take the weapon if the tag carried 
  by the player on his tag ring. 
  When a character wishes to steal a weapon, he must take the phys-rep and make his getaway. 
  Once the character has successfully escaped with the weapon, the player should put on his 
  white headband and return the phys- rep to the owner and then receive the weapon tag. The 
  victim will not be able to use his weapon until he purchases a new one from the Armorsmiths. 
  The thief may sell the weapon to the Armorsmiths or another player. The actual phys-rep for 
  the weapon or item is returned to the original owner. The new possessor of the item should 
  make his own exact copy phys-rep for the item by the next event if he wants to use it. 
  Searching a Person
  Searching a Person
  Searching a Person
  Searching a Person    
  If a character waylays, kills, or in any other way incapacitates another character, he may 
  search the victim. This is done by saying. "I search you," at which time the player who was 
  incapacitated must give up all of his in-play items which include: in-play money, magic items, 
  formal magic components, items purchased totally with in-play money, gems, jewelry and 
  other non-personal in-play items. 
  The victim may ask for a described search by saying "Describe your search". This means that 
  the attacker must tell the victim each location that he is searching, location-by-location. Once 
  a location is named (e.g. front right pocket), the victim must give up any in-play items, which 
  he has in his front right pocket. The attacker then names another location. This causes the 
  search to take the amount of time it would take if the SOLAR
  SOLAR
  SOLAR
  SOLAR world were real. It also allows 
  other characters to notice that someone is being searched and offer aid if they deem it 
  necessary. 
  An item must really be where the victim says it is. If the victim says it is in a secret 
  compartment in his boot, the victim had better have it in a secret compartment in his boot. 
  If the victim has any magic items, each card must be turned in to the Plot Committee so that 
  the searcher may obtain the card when he has the item identified. Failure to return the card to 
  the Plot Committee as soon as possible could result in disciplinary action. 
  Searching a 
  Searching a 
  Searching a 
  Searching a Cabin 
  Cabin 
  Cabin 
  Cabin     
  In order to search a cabin, a Rogue marshal must be present. Anyone entering a cabin for 
  ANY REASON without a Rogue Marshal will be removed from site and asked not return to 
  SOLAR
  SOLAR
  SOLAR
  SOLAR. Marshals are the only people, other than the cabin's registered occupants, who may 
  read the marshal notes for a building. Marshal notes are attached to every building and have 
  listed on them all security precautions, which have been taken in the building. The marshal will 
  inform any intruders if they have set off any of the building's defenses. 
  Any items on the floor under a bed or behind a dividing curtain are out-of-play if it is so 
  noted on the marshal notes and should not be taken. Players searching a cabin should make 
  sure that the items other than in-play money, weapons, spell and poison books, which they are 
  taking have an alphanumeric code on them. Items coded thus are the only ones that may be 
  stolen. 
  Before leaving the scene of the crime, the thieves must show all items taken from the cabin to 
  the marshal. If any out-of-play items are taken, they will be replaced by the marshal. 
  
   
  104
  104
  104
  104    ---- The Game System of 
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   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Securing Real Life Valuables
  Securing Real Life Valuables
  Securing Real Life Valuables
  Securing Real Life Valuables    
  99.9% of the people who come to SOLAR
  SOLAR
  SOLAR
  SOLAR are honest and kind individuals, and would never 
  take something that does not belong to them. SOLAR
  SOLAR
  SOLAR
  SOLAR still advises everyone to secure your 
  real money, wallets, purses or anything of value in a secure area. A footlocker with a padlock 
  or in the trunk of your car. If you do not have a place to secure your possessions, SOLAR
  SOLAR
  SOLAR
  SOLAR 
  management will be happy to secure it for you. 
  Securing
  Securing
  Securing
  Securing In
   In
   In
   In----Play Valuables
  Play Valuables
  Play Valuables
  Play Valuables    
  It is a good idea to secure your in-play valuables in this world as well; some people just cannot 
  help themselves. For the lands are thick with rogues. 
  Certain places in town will hold money and valuables — for a price. Also, the Tavern and 
  Armorsmiths allow characters to put money on account. This gets it out of the character's 
  pocket and insures that he will have food or armor repair when it is needed. Remember if you 
  are going to turn in silver for build conversion, it’s a good idea to drop your money off to the 
  Ep box instead of carrying around a large pouch full of coin. The Ep box will always be 
  located in the tavern through out the entire event.  
  Traps may be placed on cabins or chests to safeguard them (see the Traps section), as well as 
  Wards for cabins and Wizard Locks for cabins and chests. 
  Security precautions on a building should be listed on the Marshal Notes, which can be found 
  at the entrance to the building. These notes may only be read by marshals and occupants of 
  the cabin. Anyone else caught reading these notes will be subject to disciplinary action. 
  All personal and out-of-play items should be put under a bed or behind a curtain, which 
  encloses a part of the cabin. Any items in these places are considered personal and out-of-
  play. Anyone caught placing in-play items in an  out-of-play area will be subject to disciplinary 
  action.  
  Locks
  Locks
  Locks
  Locks    
  Anyone wishing to put a lock on a box, chest, or door must use a SOLAR
  SOLAR
  SOLAR
  SOLAR approved lock. 
  These locks are simple and can be picked using a set of thieves' tools. For a player to have a 
  lock he has bought approved for use, he should contact a Rogue marshal to have the lock 
  inspected. 
  Players must have the Pick Locks skill before they may even attempt to pick a lock. Any items 
  stolen by a player who has picked a lock without the skill (or with a key stolen outside of game 
  rules) will be returned to the victim, and the player will be subject to disciplinary action. 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    105
  105
  105
  105 
  ENFORCING GAME RULES 
  MARSHALS 
  Marshals are the referees of SOLAR
  SOLAR
  SOLAR
  SOLAR. If a player has a question about rules or needs an official 
  to witness an action, he should see a marshal of the appropriate type.  A marshal is appointed 
  to his position based on his knowledge of and contributions to the game. A marshal will have 
  the appropriate tag on his skill ring. If someone claims to be a marshal and does not have his 
  tag on his ring, ask for another marshal of that type. 
  Most marshals play their characters but are able to step out-of-game to make rulings. If a 
  marshal is wearing a white headband, he should be ignored in-play because his character is not 
  there. 
  Anyone caught impersonating a marshal will be subject to immediate disciplinary action, as will 
  any marshal who attempts to marshal himself. 
  RULES FOR MARSHALS 
  The number one rule of marshaling is to hear all sides first. A marshal must be neutral in 
  situations and make objective decisions. A marshal should be a diplomat between players who 
  are on the verge of or actually arguing. However a marshal should not interfere with 
  arguments among characters. 
  Conflict is part of what makes SOLAR
  SOLAR
  SOLAR
  SOLAR fun. If a marshal comes upon two characters arguing, 
  he should make sure that the argument is between characters and not players. Once done, he 
  should let them at each other. 
  A marshal should let the players do whatever they want as long as the rules allow it, keeping in 
  mind that Safety First is the most important consideration of SOLAR
  SOLAR
  SOLAR
  SOLAR. 
  A good marshal knows when to keep quiet and when to speak. Marshals should never 
  volunteer any information and should speak only if he needs to make a ruling. Also, a marshal 
  may provide a description of someone/something if the phys-rep is lacking. 
  TYPES OF MARSHALS 
  Most marshals have a limited scope within which they can make decisions. This limitation is 
  based on a marshal's knowledge, which has been tested in order to make sure he is capable of 
  being a marshal of that type. Some people will be marshals in more than one category. 
  Whenever a player has a question, he should be certain he asks the proper marshal. 
  Combat Marshal
  Combat Marshal
  Combat Marshal
  Combat Marshal    
  A Combat Marshal is concerned with all aspects of combat. This includes, but is not limited 
  to, deciding whether or not a weapon is safe. These marshals will be at the Armorsmiths 
  during check-in to ensure everyone's weapons are safe. If so, they will hand out the 
  appropriate tags. A combat marshal may, at any time, ask to see a player's weapon to check 
  for a safety tag and to check the weapon again in order to make sure that it has not become 
  unsafe during the event. 
  A Combat Marshal has the last word in all matters of combat. 
  Formal Magic Marshal
  Formal Magic Marshal
  Formal Magic Marshal
  Formal Magic Marshal    
  A Formal Magic Marshal knows all the ins and outs of Formal Magic. A Formal Magic Marshal 
  is authorized to pull flaws, except those for himself and his friends. 
  
   
  106
  106
  106
  106    ---- The Game System of 
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   The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Full Marshal
  Full Marshal
  Full Marshal
  Full Marshal    
  A Full Marshal has passed all tests for all marshals, save Plot Marshal, and may be called upon 
  at any time to rule on an issue. 
  Plot Marshal
  Plot Marshal
  Plot Marshal
  Plot Marshal    
  A Plot Marshal is consulted on matters dealing with Plot Modules and information, which only 
  a Plot Marshal would have. These marshals are very busy during events and should only be 
  consulted if no other marshal can answer the question. 
  Module Marshal
  Module Marshal
  Module Marshal
  Module Marshal    
  A Module Marshal is responsible for running individual modules, usually Adventurers' Guild 
  modules that have no affect on the plot line. A Module Marshal has the last word on 
  anything, which occurs during a module. He should keep a record of the players' role-playing 
  and give Experience Points accordingly. 
  A Module Marshal has no authority outside of a module. 
  Monster Marshal
  Monster Marshal
  Monster Marshal
  Monster Marshal    
  A Monster Marshal is in charge of sending monsters out to "terrorize the town." He is 
  responsible for telling players what type of monster they are playing, what those monsters' 
  statistics and abilities are, the description with which the players are to respond to a "What do 
  I see?" question, and their motivation for being in and around town. 
  Monster Marshals are rarely seen but may be called upon to put to rest any arguments about a 
  monster's special abilities. 
  Rules Marshal
  Rules Marshal
  Rules Marshal
  Rules Marshal    
  A Rules Marshal will have a copy of the rules with him at all times. He can be relied upon to 
  answer any rules question and should back it up with the Rule Book. 
  Rogue Marshal
  Rogue Marshal
  Rogue Marshal
  Rogue Marshal    
  A Rogue Marshal is required for a cabin raid and mixing a poison into another liquid (e.g. a 
  pitcher of water in the tavern). A Rogue Marshal has the last word on any Rogue skills. 
  CHEATING 
  A character may be a lying, cheating, no-good sack of bat guano, but not a player. This game 
  is based almost entirely on the honor system, and cheaters only ruin it for others. If a 
  character is affected by a spell, the player must play it out. If a character cannot accomplish a 
  task because he does not have a skill, the player should not do it. 
  A player should know the rules well before he tries something out of the ordinary. 
  SOLAR
  SOLAR
  SOLAR
  SOLAR staff and players alike despise players who bring counterfeit money, poisons, potions, 
  and/or scrolls to events; leave items in cars or out-of-play until needed for an adventure; or do 
  not honestly count hits against them in battle. These players are eventually discovered and will 
  be asked to leave the game. 
  Cheaters only ruin the fun for the other players. If you are going to cheat, don't come. 
  SOLAR
  SOLAR
  SOLAR
  SOLAR doesn't want you. After all, it's only a game. What are you really going to prove? 
  
  The Game System of 
  The Game System of 
  The Game System of 
  The Game System of SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    107
  107
  107
  107 
  DISCIPLINARY ACTIONS 
  Warnings
  Warnings
  Warnings
  Warnings    
  A warning may be issued by any marshal. Warnings are commonly given for hitting too hard, 
  repeated illegal blows, etc.. If a player sees another player displaying these actions, he should 
  report the violator to a marshal. Two warnings may result in a player being put on probation. 
  PPPProbation
  robation
  robation
  robation    
  A player who has been placed on probation is not allowed to participate in combat. This 
  player must play a non-combative role until taken off of probation. Players are usually placed 
  on probation for repeated instances of excessive violence in combat. 
  Expulsion
  Expulsion
  Expulsion
  Expulsion    
  An expulsion is issued to a player who has blatantly ignored SOLAR
  SOLAR
  SOLAR
  SOLAR rules. This includes, but is 
  not limited to, drinking of alcoholic beverages, drug use, destruction of property, stealing, 
  cheating in any way, etc. A player who has been expelled must immediately stop participating 
  in the current event and leave the site. 
  Dismissal
  Dismissal
  Dismissal
  Dismissal    
  A player is dismissed if he is expelled twice. A dismissed player is no longer allowed to attend 
  any SOLAR
  SOLAR
  SOLAR
  SOLAR event.  
  SOLAR
  SOLAR
  SOLAR
  SOLAR    reserves the right to bring criminal charges against anyone that breaks the law or endangers players or staff 
  by violating SOLAR safety guidelines.        
  
   
  CChhaarraacctteerr  CCrreeaattiioonn  aatt  
  SSOOLLAARR  
   
    
  • The first thing a player must decide about his character is the personality 
  of the character. Is the character going to be good or evil, passive or 
  aggressive, obnoxious or shy, etc.? Also, is the character going to have 
  any quirks or oddities such as rubbing a necklace for good luck or always 
  walking on the left side of a building?  
   
  • Once the personality of the character has been decided, the player should 
  then pick the class of the character.  The class of your character reflects 
  what activities you plan to focus on when playing.  Do you favor magic? 
  or do you to prefer to wield a weapon?  or both, perhaps? 
   
  • Now that the character has a personality and a class to match, the player 
  must choose a race for his character, below is a list of the races available. 
   
  • Finally, you need to decide what you want to spend your build points on. 
  Build points are the character generation points that allow you to purchase 
  your skills. Every character starts at 3rd level which gives you a total of 
  30 build points to spend.  
   
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    109
  109
  109
  109 
  CLASSES 
  A character's class is used to describe his/her natural talents. However, classes are not in-game 
  and therefore do not have any bearing on what a character does for a living. Just because a 
  character is a Rogue, it does not mean that he/she is a thief. He/she just has a natural aptitude 
  for roguish abilities.  Each player must choose a class for the listing below before making a 
  character. 
  Restricted Classes
  Restricted Classes
  Restricted Classes
  Restricted Classes    
  Experience is often required to play certain more complex classes; therefore, several of our 
  classes are restricted from a new player being able to start one.  You will have to find an in 
  play teacher to “convert” you to one of the specialty classes.  Furthermore you must reach 7th 
  level prior to any character conversation. The Restricted Classes below are noted by placing 
  [R] next to their name. ENJOY! 
  FIGHTERS 
  Warrior
  Warrior
  Warrior
  Warrior    
  The Warrior is the master of all things combat-related, and is capable of buying combat skills 
  that no other class may purchase.  He also is able to avoid the moral issues that come with 
  being one of the warrior sub-classes.  Warriors have no limit to the armor he may wear nor to 
  the damage he may wield in combat, which is appealing to many. His maximum of 75 points 
  of body is the largest amount available to any class. The downside of the Warrior however is 
  the cost of magic is incredibly expensive, making it so few Warriors ever purchase magical skills 
  or spells. 
  Knight (R)
  Knight (R)
  Knight (R)
  Knight (R)    
  The Knight is a Warrior sub-class that follows a strict code of chivalry which enables him to 
  more easily learn spells and spell-like abilities with which he can fight the good fight with, 
  relying on life and law.  The trade off that the Knight experiences is that he is limited to +8 
  proficiency and 3 critical slays, 65 maximum body points, and restricted to wearing no more 
  than 75 points of armor. The spell-like abilities and spells a Knight learns from his Knight 
  Master enable him to better fight undead and heal his comrades, but the moment a Knight 
  breaks his code much of this can be taken away from him. 
  Special abilities are gained at even levels and can be purchased once and in the following 
  order. Lay on Hands (Free), 2nd level Repel Undead (1 BP), 4th level Cure Disease (1 BP), 
  6th level Turn Undead (2 BP), 8th level Purify Blood (3 BP), 10th level Bravery (Free), Zone 
  of Life (3 BP), 12th level Renew (4BP), 14th level Destroy Undead (5 BP), 16th level Life (5 
  BP) 
  Dark Knight (R)
  Dark Knight (R)
  Dark Knight (R)
  Dark Knight (R)    
  The Dark Knight is similar to the Knight, in that he also follows a strict code of chivalry, 
  however the Dark Knight follows a darker path than the Knight, trusting in death, chaos, and 
  even undeath.  The trade off that the Dark Knight experiences is that he is limited to +8 
  proficiency and 3 critical slays, 65 maximum body points, and restricted to wearing no more 
  than 75 points of armor. The spell-like abilities and spells a Dark Knight learns from his Knight 
  Master enables him to better fight the living, but as a Knight, the moment his code is broken 
  much of this can be taken from him. 
  Special abilities are gained at even levels and can be purchased once and in the following 
  order. Lay on Hands (Free), 2nd level Elude Undead (1 BP), 4th level Cause Disease (1 BP), 
  6th level Control Undead (2 BP), 8th level Poison (3 BP), 10th level Bravery (Free), Zone of 
  Death (3 BP), 12th level Waste (4BP), 14th level Create Undead (5 BP), 16th level Death (5 
  BP) 
  
   
  110
  110
  110
  110    ---- Character Creation at 
   Character Creation at 
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  SOLAR
  SOLAR
  SOLAR 
  Rangers (R)
  Rangers (R)
  Rangers (R)
  Rangers (R)    
  Rangers are a Warrior sub-class that consider themselves protectors and guardians of nature 
  and the balance, following a strict moral code.  The Ranger, like the Knight is limited to +8 
  proficiency and 3 critical slays, 60 maximum body points, and restricted to wearing no more 
  than 50 points of armor; however his spell-like abilities and spells more than make up for 
  restrictive combat abilities.  Like the Knight, the Ranger also has an extreme dislike for 
  undeath and its agents and seeks to destroy it where it is found.   
  Special abilities are gained at even levels and can be purchased once in the following order. 2nd 
  level Speak with Animals (1 BP), 4th level Entangle (1 BP), 6th level Wall of Thorns (2 BP), 8th 
  level Mistform (3 BP), 10th level Animal Empathy and immunity to natural confining (Free), 
  12th level Barkskin (4 BP), 14th level Spirit of the Ent (5 BP) 
  SCHOLARS 
  Scholars, called such due to the time they spend pouring over books and ancient tomes.  The 
  Scholar relies typically on his magical ability to see him through situations but versatility is 
  available to him, as he can purchase production skills quite easily as well master formal magics 
  easier than any other class. Together with Sorcerers they are the weakest of all the classes, 
  with a maximum of 30 body points and are restricted to wearing no more than 10 points of 
  armor, he will want to use his magics from a distance to avoid being felled early in combat.   
  Sorcerer (R)
  Sorcerer (R)
  Sorcerer (R)
  Sorcerer (R)    
  Sorcerers are similar to Scholars in the respect that they too have a mastery of magics, 
  learning their primary columns as quickly as a Scholar but being able to expand to a second 
  column and third column at an increased rate to that of a Scholar.  The Sorcerer, with the 
  incredible ease at which he learns battle magic makes the trade off in that he has a difficult 
  time learning formal magics, cannot learn any weapon skill other than small weapon or staff, 
  and is limited in his other skill selections as well.  In addition to this, they share the frailty of  
  the Scholar class and have a maximum of 30 body points, and are restricted to wearing no 
  more than 10 armor points.  So as with the Scholar he must approach combat with caution, 
  avoiding blows at all costs. 
  TEMPLAR 
  The Templar is a warrior mage and is perfect for those that wish to both fight and cast equally 
  as well.  Though they are slower to progress in either combat ability or spells, than their 
  Warrior and Scholar counterparts, the balance of the two is liked by many but too slow to 
  progress for others.  At any rate, Templars make some of the most formidable opponents 
  around, providing you with the unexpected in both their casting and combat ability.  
  Physically, the Templar is equal to the Rogue with 50 maximum body points and is only 
  restricted to wearing 25 armor points.  
  ROGUES 
  Rogues are considered to be the jack-of-all-trades, with the ability to advance in nearly any 
  direction with relative ease.  The specialty of a Rogue however, lies in the creation of 
  Alchemy, Poisons, and Traps along with the ability to dodge nearly anything thrown at them 
  with dexterous precision.  Their abilities in combat lie not in the all out frontal assault of the 
  Warrior but instead from a surprise one-shot, well-placed lethal strike in the back along with 
  accurately placed backstabs.  Though not as tough in a fight physically as a Warrior, they are 
  limited to a maximum of 50 body points and restricted to wearing 20 points of armor. The 
  smart rogue however makes use of poisons and alchemy to more than make up for those 
  restrictions and often proves he is capable of being his group’s secondary fighter. 
   
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    111
  111
  111
  111 
  CLASS HIT POINT MAXIMUMS 
  The maximum totals of armor points allowed for each class are as follows: 
   
   
   
  Arm
  Arm
  Arm
  Armor Points
  or Points
  or Points
  or Points    
  Body Points
  Body Points
  Body Points
  Body Points    
   
  Maximum
  Maximum
  Maximum
  Maximum 
  Total*
  Total*
  Total*
  Total*    
  Maximum*
  Maximum*
  Maximum*
  Maximum*    
  Warrior
  Warrior
  Warrior
  Warrior    
  Unlimited 
  3 x level 
  75 
  Knights/Dark Knights
  Knights/Dark Knights
  Knights/Dark Knights
  Knights/Dark Knights    
  75 
  3 x level 
  65 
  Rangers
  Rangers
  Rangers
  Rangers    
  50 
  3 x level 
  60 
  Templar
  Templar
  Templar
  Templar    
  25 
  2 x level 
  50 
  Rogue
  Rogue
  Rogue
  Rogue    
  20 
  2 x level 
  50 
  Scholar/Sorcerer
  Scholar/Sorcerer
  Scholar/Sorcerer
  Scholar/Sorcerer    
  10 
  1 x level 
  30 
  * May be modified by race or "fortify" skill 
   
  
   
  112
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  112    ---- Character Creation at 
   Character Creation at 
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  SOLAR
  SOLAR
  SOLAR 
  RACES 
   
  Characters both strange and unusual replace the mundane in the mystical realm of SOLAR
  SOLAR
  SOLAR
  SOLAR.  
  Behind all the plots, stories, and wars of Tyrra are the creative players who make it all happen.  
  This section introduces you to the myriad races and species that co-exist in the Sutherlands, 
  Shadowmoor, and the otherworldly Realms. Who will you be? How will your choice of 
  Character Race reflect your real life personality? Read on and find your “true” persona as an 
  Adventurer in the most wonderful place of all, YOUR imagination… 
  Restricted Races
  Restricted Races
  Restricted Races
  Restricted Races    
  Experience is often required to play certain more complex races; therefore, several of our 
  races are restricted to those Players with greater role-playing skill.  On the other hand, it is not 
  unusual for a new Player to demonstrate the capability to play a Restricted Race. In that 
  instance, an exception can be made. (SOLAR
  SOLAR
  SOLAR
  SOLAR loves to reward deserving Players!) The 
  Restricted Races below are noted by placing [R] next to their name. ENJOY!  
  THE HUMANS OF TYRRA 
  Humans like you and I are the most common race on Tyrra. Most Human scholars believe 
  that the ancient races are dying out before our eyes, and Humans are the inheritors of this 
  world. (The ancient people, of course, disagree.)  It seems that Humankind is capable of 
  anything, from profound love to extreme hatred and violence. Humans have a relatively short 
  life span, and are able to learn skills and trades with lightning speed. One wizened Elven 
  scholar once said, “These Humans are as a funeral pyre, its raging flames soaring high only to 
  consume itself in the midst of its glory!” This ability is both boon and bane to our future; let us 
  hope our precocious nature doesn’t lead us to evil. Humans come in all shapes, sizes, and 
  colors and can hold any profession or Character Class. 
  The Gypsies (R) 
  The Gypsies (R) 
  The Gypsies (R) 
  The Gypsies (R)     
   
  These colorful wanderers populate many of the countless tribes of Humans that inhabit Tyrra.  
  The distinction of Gypsies from the mundane Human is the mysterious rite of passage through 
  which one gains acceptance into a Band of Gypsies. Although only the Elders and Bandoliers 
  of their kind can truthfully speak on Gypsy origins, most others suspect some terrible event led 
  to their nomadic ways and evolved their ability to level the dreadful Gypsy Curse on an 
  attacker or wrongdoer.  
  Make
  Make
  Make
  Make----Up and Costuming
  Up and Costuming
  Up and Costuming
  Up and Costuming    
  Gypsies are Human and are not required to wear make-up but rather specific costuming 
  instead. Tyrran Gypsies are based on the groups of Romanian and Balkan/European Gypsies. 
  They speak with an accent that emulates the cultures they are derived from, and wear colorful 
  and elaborate costuming in true Gypsy fashion. 
  Inherent Advantages:
  Inherent Advantages:
  Inherent Advantages:
  Inherent Advantages:    
  Gypsies may purchase the Gypsy Curse skill. Gypsies may also purchase the skill Evaluate Item 
  at half Build Cost, rounded up. 
  Inherent Disadv
  Inherent Disadv
  Inherent Disadv
  Inherent Disadvantages
  antages
  antages
  antages    
  Because of their nomadic and secretive ways, a Gypsy cannot become a Noble or a member 
  of any Knightly Order. Gypsies zest for life and live for the moment attitude causes them to 
  shun those that practice the art of Necromancy and prevents them from practicing 
  Necromancy. 
  
  Character Creation at 
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  SOLAR    ----    113
  113
  113
  113 
  THE DWARVEN RACES 
  There are several varieties of Dwarves. Their cultures differ widely, but they have much in 
  common. From the mysterious Shadow Dwarf, to the noble Mountain Dwarf, these ancient 
  people all share the same stubbornness and single-mindedness of their forefathers. 
  Additionally, Dwarves are extremely long-lived, aging only one year for every seven Human 
  years.  These attributes enable these beings to be such an enduring power on Tyrra.  
  The Shadow Dwarf
  The Shadow Dwarf
  The Shadow Dwarf
  The Shadow Dwarf    
   
  Born deep under Tyrra’s crust, this breed of Dwarf has an ominous and secretive past. Shadow 
  Dwarves are a brooding lot and rumor holds that these stout fellows are haunted by some 
  terror or evil of the past that causes them much sorrow. Prone to deep melancholy, the 
  Shadow Dwarves don’t know, or more likely, won’t tell the cause of this suffering. 
  Make
  Make
  Make
  Make----Up Requirements
  Up Requirements
  Up Requirements
  Up Requirements    
  The Player must wear black make-up on all exposed skin. Shadow Dwarves have gray, silver, 
  or white beards and hair. BOTH Male and female Players are required to wear a beard of at 
  least six inches in length. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Because of a natural toughness, Shadow Dwarves get +2 Starting Body Points and +5 to 
  Maximum Body Points. Dwarven tradition has lead to breakthroughs in stone and metalworking 
  and study of Rune Magic. This allows Shadow Dwarves to purchase the following skills at half 
  Build Cost, rounded up: Armorsmith, and Rune Lore. Exposure to the poisonous fumes from 
  the underworld, coupled with natural resilience, allows a Shadow Dwarf to purchase the Resist 
  Disease and Resist Toxin skills. The Crossbow skill is a staple of childhood education, so Shadow 
  Dwarves deal +2 damage with crossbows (increasing base damage to ‘8 Normal’). 
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Because of their small stature, Shadow Dwarves are unable to use the Two-Handed Blunt, Two-
  Handed Sword, or Two-Handed Mastery skills. Stubbornness prevents efficient learning of 
  Celestial Magic; therefore, the Read Magic skill is purchased at double Build Cost. Hearty 
  constitution prevents weakness during daylight hours. However, the casting of a Light Spell 
  (Earth, 1st Level) momentarily blinds Shadow Dwarves. This effect lasts for at least 10 
  seconds. 
  The Mountain Dwarf
  The Mountain Dwarf
  The Mountain Dwarf
  The Mountain Dwarf    
   
  These stocky and sturdy cousins of the Shadow Dwarves are believed to have arisen from the 
  very rock of the Tyrra’s Verfel Mountains. Amongst the oldest of our world’s races, these 
  noble beings have left an indelible mark on history. The Dwarven love of song, history, and 
  drink certainly belies their fierceness in the arts of war. 
  Ma
  Ma
  Ma
  Make
  ke
  ke
  ke----Up Requirements:
  Up Requirements:
  Up Requirements:
  Up Requirements:    
  Dwarves have only one make-up requirement. Male and female characters alike must wear a 
  beard of at least six inches. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Because of a natural toughness, Dwarves get +2 Starting Body Points and +5 to Maximum 
  Body Points.  Dwarven tradition has lead to breakthroughs in stone and metalworking and 
  study of Rune Magic. This allows Dwarves to purchase the following skills at half Build Cost, 
  rounded up: Armorsmith, and Rune Lore. Natural resilience permits a Mountain Dwarf to 
  purchase the Resist Disease skill. The Crossbow skill is a staple of their childhood education, so 
  Mountain Dwarves deal +2 damage with crossbows (increasing base damage to ‘8 Normal’).   
  
   
  114
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  114    ---- Character Creation at 
   Character Creation at 
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   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Because of their small stature, Dwarves are unable to purchase the Two-Handed Blunt, Two-
  Handed Edged, or Two-Handed Mastery skills. Stubbornness prevents efficient learning of 
  Celestial Magic; therefore, the Read Magic skill costs double Build Cost. 
   
  THE “LITTLE” PEOPLE 
  Distantly related to the Dwarven Races, the Hoblings and Gnomes are strange little fellows. 
  Hoblings are well accepted amongst most races and make loyal friends and competent 
  adventurers. Gnomes are the creators of Rune Magic, and are a very ancient race indeed. Both 
  of these races are very long-lived. Great mystery surrounds the origin of both these cultures, 
  and they are none too eager to disclose their familial secrets. 
  The Hoblings
  The Hoblings
  The Hoblings
  The Hoblings    
   
  The clever and spirited Hoblings of Tyrra make their homes just below our feet. These 
  diminutive fellows reside in comfortable hollows they call “Burrows”. Always fond of food and 
  drink, these chaps are warm and inviting. However, an evildoer should not be surprised when 
  his Hobling victim slips a dagger between his ribs, or renders him to dust with an Elemental 
  Blast! As a long-lived race, it is not uncommon for a Hobling to live up to 130 years; but 
  whatever their ages, Hoblings will always partake of trade, business, and adventure. 
  Make
  Make
  Make
  Make----Up Requirements
  Up Requirements
  Up Requirements
  Up Requirements    
  Hoblings have fur on the backs of their hands and the tops of their feet. Since this fur is the 
  only distinguishing feature of Hoblings, both sets of patches must be visible at all times. If 
  weather is inclement, the fur may be attached to the tops of boots or gloves. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Hoblings’ relation to Dwarves allows them to purchase the Resist Disease skill. Dexterous hands 
  give the Hobling an advantage when dealing with locks and traps; as such, they start with the 
  Disarm Traps and Pick Locks skills at no Build Cost. Hoblings deal +2 damage with thrown 
  weapon (increasing base damage to ‘3 normal’).  
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Because of their small size, Hoblings suffer a -2 Starting Body Points and -5 to Maximum Body 
  Points. Additionally, their size prevents them from becoming a Warrior or any Fighter 
  Subclasses, and from purchasing any of the following skills: Two-Handed Blunt, Two-Handed 
  Edged, Two-Handed Mastery, and Polearm. 
  The Gnomes (R)
  The Gnomes (R)
  The Gnomes (R)
  The Gnomes (R)    
   
  Many of the Tyrran races are gifted with great ingenuity. None, however, have the skill of 
  invention held by the Gnomes. The precise origin of these little people is obscured by the 
  mists of time. However, it is widely assumed that the Gnomes and Dwarves are distant cousins. 
  Like Dwarves, Gnomes are long-lived and have been known to reach ages of 300 years. From 
  their amazing contraptions, to the perplexing arts of Rune Magic, these subterranean craftsmen 
  hold many secrets close to their chests. What mysteries are secreted away in the recesses of 
  Gnomish cities? One can only imagine what knowledge is out there, waiting to be 
  discovered… 
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  Gnomes have gray skin and often have Runes inscribed on their bodies. As with all “painted” 
  races, the Player is required to cover all exposed skin with make-up. Gnomes ALWAYS wear 
  their trademark “pointed hat”. This is a tradition that is as deeply rooted as the stone they 
  inhabit.  
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
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  SOLAR    ----    115
  115
  115
  115 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Gnomes are the creators of Rune Magic; as a result, they have a proclivity for learning its ways. 
  Gnomes may purchase the Rune Lore skill at half Build Cost, rounded up. Additionally, 
  Gnomes are skilled jewelers and merchants, and may purchase the Evaluate Item skill for –1 
  Build Point.  Because of the sulfurous fumes and poisonous creatures that can be found in the 
  underworld, Gnomes have a natural tolerance for toxic substances and may purchase the Resist 
  Toxin skill.  
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Because of their small stature, Gnomes suffer a -2 Starting Body Points and -5 to Maximum 
  Body Points. Gnomes are frail and somewhat weak. As a result, these little fellows cannot 
  purchase the following weapon skills: Two-Handed Blunt, Two-Handed Edged, Two-Handed 
  Mastery, and Polearm. These small adventurers are creatures of the shadows and do not like 
  sunlight. Because of this, Gnomes suffer a –2 Body Point penalty during the daylight hours. 
  Gnomes are blinded for 10 seconds if a Light Spell (1st level Earth) is cast at them. This effect 
  will last for 10 seconds. 
   
   
  THE ELVEN RACE 
  Regal and often beautiful, the Elven Races are commonly considered to be the oldest mortal 
  civilizations of Tyrra. Even the eldest of these fair races cannot recall the origins of their 
  people, and Tyrran folklore holds that some great event led to the destruction of the first 
  great Elven Nation. The survivors of this catastrophe formed new tribes and then parted ways. 
  Storytellers maintain that those ancient tribes were the seeds of the many divergent Elven 
  races in our world today. All the Elven races are extremely long lived, living approximately ten 
  years for every single human year. 
  TTTThe Surface Elf
  he Surface Elf
  he Surface Elf
  he Surface Elf    
   
  Often referred to as the “High Elves”, this race is thought to be the closest descendants of the 
  first Elven Nation. While typically smaller and weaker than humans, the Surface Elves excel at 
  all they do. Natural longevity causes most Surface Elves to be patient and tranquil, but they 
  are every bit as prone to the eccentricities of other races. Pride is considered to be the greatest 
  fault of the “High Elf”, and causes them the most problems. 
  Make
  Make
  Make
  Make----Up Requirements
  Up Requirements
  Up Requirements
  Up Requirements 
  There is only one make-up requirement for Surface Elves: all characters must wear pointed 
  ears. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages 
  It is thought that a relation to the Fey allows the Elven races to resist the effects of charming 
  attacks or influences. As such, each Elven character may purchase the Resist Charm skill. Elves 
  can also purchase the Resist Sleep skill due to their slowed metabolisms. The Bow skill is a 
  staple of childhood education, so Surface Elves deal +2 damage with bows (increasing base 
  damage to ‘8 Normal’).  
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
      Frail physique prevents the Surface Elf from purchasing the Two-Handed Blunt, Two-Handed 
  Sword, or Two Handed Mastery skills. A second side effect of their lithe build they suffer a -1 
  Starting Body Points and -5 to Maximum Body Points. 
   
   
   
   
  
   
  116
  116
  116
  116    ---- Character Creation at 
   Character Creation at 
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   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  The Drae
  The Drae
  The Drae
  The Drae    
   
  Often referred to as “Dark Elves”, this enigmatic race is frequently presumed to be evil, 
  though more accurate descriptions may be fierce, somber, and thoughtful. The underworld is 
  the natural home of this shadowy race, and they usually only venture into the light of day if 
  they have great need. The Drae’s natural aversion to daylight often causes them to cover their 
  faces with hoods. Drae go to great lengths to shroud their thoughts as well, and their 
  surreptitious nature is world-renowned. 
  Make
  Make
  Make
  Make----Up Requirements
  Up Requirements
  Up Requirements
  Up Requirements    
  The Player must wear black make-up on all exposed skin. Drae have gray, silver, or white hair 
  and must wear pointed ears.  
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  It is thought that a relation to the Fey allows the Elven races to resist the effects of charming 
  attacks or influences. Therefore, each Drae character may purchase the Resist Charm skill. Drae 
  can also purchase the Resist Sleep skill due to their slowed metabolisms. Resist Emotion is also 
  available to them due to the harsh way they are treated at childhood. The Crossbow skill is a 
  staple of childhood combat training, so Drae deal +2 damage with crossbows (increasing base 
  damage to ‘8 Normal’).   
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Size and physique prevent the Drae from purchasing the Two-Handed Blunt, Two-Handed 
  Sword, or Two-Handed Mastery skills. While not as frail as the Surface Elf, Drae have a natural 
  physical weakness. Drae suffer a -5 to Maximum Body Points, and –2 Body Points disadvantage 
  while adventuring in the daylight hours. Similarly, the Light Spell (Earth, 1st Level) causes a 
  Drae to be blinded for 10 seconds. This effect will last for 10 seconds. 
   
  The Stone Elf [R]
  The Stone Elf [R]
  The Stone Elf [R]
  The Stone Elf [R]    
   
  One of the strangest of the Elven races, the Stone Elf is a mystery indeed.  Seemingly devoid 
  of all emotion, who can say what drives this race? More perplexing than their history is the 
  unique appearance of the Stone Elf. In eras past, humans often mistook the rare Stone Elf as a 
  living statue, thanks to their marble like skin. Magic is thought to be the reason for the radical 
  difference between this race and its cousins. 
  Make
  Make
  Make
  Make----Up Requirements
  Up Requirements
  Up Requirements
  Up Requirements    
  Stone Elves appear to be made of marble. Therefore, the Player must wear white make-up 
  with black or gray lines on all exposed skin. Pointed ears are also required when playing this 
  race. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Like all Elves, Stone Elves can purchase the Resist Sleep. This breed of Elf has developed the 
  peculiar ability to “see” into the minds of others and sooth the trauma of sorrow and anguish. 
  This skill, Sooth Mental Anguish, does not allow a Stone Elf to read the thoughts of others, 
  only to remove sorrow. It is solely a role-playing skill. The extreme control or absence of their 
  emotions allows Stone Elves to purchase the Resist Emotion skill. As with the other Elven 
  races, Stone Elves are trained as a youth to wield the Bow, so Stone Elves deal +2 damage 
  with bows (increasing base damage to ‘8 Normal’).  
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Having a typical Elven physique, the Stone Elf suffer a -1 Starting Body Points and -5 to 
  Maximum Body Points. For the same reason, they cannot learn the Two-Handed Blunt, Two-
  Handed Sword, or Two-Handed Mastery skills. The greatest disadvantage of this race is their 
  inability to lie. A questioned Stone Elf may choose not to answer, or be evasive, but cannot 
  knowingly tell a lie. 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    117
  117
  117
  117 
      
  The “Wild” 
  The “Wild” 
  The “Wild” 
  The “Wild” Elf (R)
  Elf (R)
  Elf (R)
  Elf (R)    
   
  This race is the most primitive of all the known Elves. It seems that their seclusion to the 
  forests of Tyrra is intentional, and they shun all things “civilized”. Masters of their own brand 
  of art, and consummate foresters, the “Wild” Elf is a deceptively cunning race. These noble 
  people can be found in almost all parts of Tyrra. 
  Make
  Make
  Make
  Make----Up and Costume Requirements
  Up and Costume Requirements
  Up and Costume Requirements
  Up and Costume Requirements    
  Wild Elves are loosely based on Native American Tribes. The Player should choose and 
  attempt to emulate, as best as possible, the wardrobe of a given Tribe. Wild Elves must also 
  wear body paint, feathers, and other such adornments during times of peace and war alike. A 
  Player must wear pointed ears when playing a Wild Elf. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  As Elves, this race can purchase the standard Elven skills of Resist Charm and Resist Sleep. As a 
  self-sufficient culture, Wild Elves have mastered many crafts, and can purchase Craftsman skills 
  at –1 Build Point. and start with Animal Empathy Skill. They also can communicate with their 
  totem animal as per the Speak with Animals Spell (E,2). The Bow skill is essential to their 
  lifestyle, so Wild Elves deal +2 damage with bows (increasing base damage to ‘8 Normal’). 
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Due to their rugged upbringing Wild Elves do not suffer any body penalties. Wild Elf 
  characters cannot purchase the Two-Handed Blunt, Two-Handed Sword, or Two-Handed Mastery 
  skills because of their small physique. Because of an intrinsic sense of honor, it is extremely 
  rare for a Wild Elf to learn, or wish to learn, most Rogue skills. Hence, they must pay double 
  Build Cost for the following skills: Waylay, Backstab, Assassinate/Dodge, Dodge Block, Poison 
  Lore, Poison Making, Create Traps, and any skills directly related to them. Wild Elves can never 
  be a Necromancer or cast Necromantic or Chaos spells, and won’t knowingly consort with 
  Necromancers or Undead.  
   
  The Sea Elf (R)
  The Sea Elf (R)
  The Sea Elf (R)
  The Sea Elf (R)    
   
  This marine creature is very rare indeed. The Sea Elves make their homes in the depths of our 
  coastal waters. Sea Elven lore is as murky as the oceanic crevasses they call home, and they 
  aren’t forthcoming with information. It seems that their culture is based heavily on 
  mercantilism and trade, and as a result, they treat oath and debt very seriously. These blue-
  skinned seafarers are rumored to have a very magical lineage. 
  Make
  Make
  Make
  Make----Up and Costume Requirements
  Up and Costume Requirements
  Up and Costume Requirements
  Up and Costume Requirements    
  Sea Elves have blue skin that often has green or yellow undertones. As with all “painted” 
  characters, the Player must cover all exposed skin with make-up. Sea Elven costuming usually 
  has an aquatic theme. Items like shells, fishnet, and other “oceanic” objects adorn their 
  clothing or bodies. Sea Elves must wear pointed ears like all other Elven races and often have 
  green or blue hair. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Sea Elves can purchase the Resist Sleep and Resist Charm skills like other Elves. They are 
  different in that they can purchase the Resist Toxin skill; the poisons and venoms found in the 
  depths of the ocean can be held accountable for this ability. Sea Elves are trained from 
  childhood to wield the Trident and Spear. This early exposure allows them to purchase the 
  One-Handed Edged skill at half Build Cost. If the Sea Elf purchases this skill, he or she can only 
  use a Trident or Spear. 
  
   
  118
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  SOLAR
  SOLAR
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  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  As a small race, Sea Elves are prohibited from buying Two-Handed Blunt, Two-Handed Sword, 
  and Two-Handed Mastery skills.  Purchase of the One-Handed Edged skill is required (except for 
  the Sorcerer class) to start a new Sea Elf character. Sea Elves also suffer a -2 Starting Body 
  Points and -5 to Maximum Body Points. Sea Elves must return to a body of water once for 
  every 24 hours they are on the surface. If they are unable to do so, they will die. Sea Elves 
  are the only Elven race that does not receive a discount on any missile related skill. 
   
   
  THE FEY RACES 
  The Fey, or Faerie, races are a peculiar, magical, and truly unpredictable collection of races. 
  Sylvan Fey, often called “Wood Elves”, are the most common. Other types of Fey are the 
  small creatures like Sprites, Pixies, and Dryads. There are also more sinister Fey roaming the 
  wooded parts of the Sutherlands. An unwary forester can find the malign Unseeley Fey, the 
  Dark Faeries, and other evils lurking at their heels. All Fey are extremely long lived; the Sylvan 
  and Unseeley Fey have been known to live for thousands of years. It is often thought that the 
  Faeries do not age at all. These enigmatic races create many wonderful role-playing 
  opportunities, and are a joy and a challenge to play. 
  The Sylvan Fey 
  The Sylvan Fey 
  The Sylvan Fey 
  The Sylvan Fey     
   
  History has always suggested that the Sylvan Fey are close relatives to the Elves of Tyrra, and 
  sometimes are referred to as Wood Elves. While there may be some relation, it has been 
  proven that this race is of a more magical sort. It is assumed that the Sylvan Fey are a 
  crossbreed race of Elves and Faeries. Many scholars dismiss that origin in favor of the theory 
  that the two share a common ancestor; yet what ancient race could have birthed so many and 
  varied children? The Sylvan Fey are craftsmen and lovers of art. These warrior-poets are often 
  as skilled with an ink quill as with a rapier. Light of heart and fond of adventure, you will 
  always find a Sylvan Fey searching for something new. 
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  A Sylvan Fey doesn’t have any specific costuming requirements, but is required to wear horns. 
  These may be of latex, sculpting clay, or carved from wood. Make sure that your horns are a 
  minimum of 1.5” long and aren’t sharp enough to cause injury. Consult a Race Marshall for 
  tips on making your horns. Sylvan Fey are not required to wear pointed ears, but may elect to 
  do so if they wish. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Because of their Fey nature, this race has some command over mind controlling magics and 
  effects. Sylvan Fey may purchase the Resist Charm/Charm Break skill. Because of their creative 
  nature, they may purchase Craft skills for –1 Build Point. Foresters from birth, Sylvan Fey start 
  with the Woodland Lore skill and are skilled archers, so Sylvan Fey deal +2 damage with bows 
  (increasing base damage to ‘8 Normal’).  
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Due to the their frail nature, Sylvan Fey suffer a -1 Starting Body Points and -5 to Maximum 
  Body Points. Their small size also limits the choice of combat arms. Two-Handed Edged, Two-
  Handed Blunt, and Two-Handed Mastery skills are unavailable to this race. It is unknown why 
  the Sylvan Fey despise charming magic or effects so much, but they will NEVER use any effect 
  that removes free will from a being. Perhaps it has to do with the Unseeley… 
   
   
   
  
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  The Unseeley Fey (R)
  The Unseeley Fey (R)
  The Unseeley Fey (R)
  The Unseeley Fey (R)    
   
  This malignant breed of Fey is the result of an ancient, secretive conflict between the Sylvan 
  Elves and the dreaded Formori. Racked by the evils of Chaos, Sylvan Fey warriors were 
  twisted into these minions of darkness. Their black pulsing veins reveal the putrescence flowing 
  through their bodies, and make visible to all the dark heart that beats inside, giving life to 
  these abominations. Sages disagree as to whether the Unseeley Fey are truly inherently evil. 
  What is the truth? Can a creature infused with pure Chaos ever be good? These enigmas are 
  prone to severe eccentricity that changes with the wind. It is as if they are the true antithesis 
  of the good-hearted Sylvan Fey from which they were spawned. 
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  Unseeley Fey are required to wear horns on their forehead. These may be of latex, sculpting 
  clay, or carved from wood. Make sure that your horns are a minimum of 1.5” long and aren’t 
  sharp enough to cause injury. Consult a Race Marshall for tips on making them. Unseeley Fey 
  are not required to wear pointed ears, but may elect to do so if they wish. All aspects of an 
  Unseeley Fey’s costuming should reflect the Chaotic and twisted aspects of their nature. As a 
  Chaos-tainted race, Unseeley Fey are also required to draw gray or black lines on all exposed 
  skin to represent the putrescence that flows through their veins and blackened heart.   
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Because the Unseeley are essentially Sylvan Fey, they have some command over Charming 
  magic and effects. Unseeley Fey may purchase the Resist Charm skill. Because of their creative 
  nature, they may purchase Craft skills for –1 Build Point. Unseeley have over the years become 
  immune to the effects of Truth/Honest or Lie Spells.    
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Due to the their frail nature, Unseeley Fey suffer a -1 Starting Body Points and -5 to Maximum 
  Body Points. Their size also limits the choice of combat arms. Two-Handed Edged, Two-Handed 
  Blunt, and Two-Handed Mastery are unavailable to this race. Unseeley Fey are permanently 
  Desecrated. There is rumored to be a Formal Magic Ritual that can restore theses creatures to 
  their former state, but it remains undiscovered. Unseeley Fey are extremely unpredictable, 
  and thus, cannot be members of any Knightly Order or become Rangers. Additionally, because 
  of their Chaotic taint, Unseeley cannot be Healers. Unlike their kin, Unseeley have no problem 
  with using mind controlling magic or effects; in fact, they enjoy dominion over other beings.  
   
  The Faeries (R)
  The Faeries (R)
  The Faeries (R)
  The Faeries (R)    
   
  Faeries are the smallest of the Fey allowed as Player Characters. They are derived from the 
  folk tales of old, and can be interesting to have around. Mischievous at heart, it is a certainty 
  that a Faerie will be central to any dubious goings-on. A wanderer in the darkest woods of 
  Sahde can be sure to hear a giggle from the brush, and the chill you feel at your shorthairs just 
  might be the watchful eye of a Faerie. It is widely believed that Faeries are eternally young. 
  Whatever the truth may be, no one has ever heard tell of an “old” Faerie… 
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  Within the guidelines established by the fantasy genre, a Faerie Player may look however he 
  wishes. Remember that it is important to capture the feel of what a Faerie should look like; 
  adornments like glitter, gossamer fabrics, and natural elements such as leaves have all been 
  effectively used by Players to contrive a Faerie costume. In other words, most faeries won’t 
  dress as your typical human. Faeries may wear pointed ears if they wish, but are required to 
  wear Faerie Wings at ALL times. Additionally, the wings must ALWAYS be exposed. Consult 
  a Race Marshall for guidance on how to obtain or make your own wings. 
  
   
  120
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  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  As inherently magical creatures, Faeries have many advantages. Faeries start with Animal 
  Empathy Skill. Faeries are completely immune to any effect that is mind controlling or 
  Charming. These effects are, but are not limited to: Charm Spell (Celestial, 6th Level), 
  Friendship Spell (Earth, 7th Level), Dominate, Super Charm, Vampyric Charm, and the 
  Alchemical Formulas, Love and Love #9. If you ever have a question about an effect, ask your 
  Marshall. Faeries may purchase the Resist Sleep skill at a discount of –1 Build Point for each 
  time it is bought. These little ones have the ability to “float” a few inches from the ground. 
  This ability grants them a few immunities, namely: immunity to the Trap Spell (Celestial, 3rd 
  Level) and Pin Spell (Earth, 2nd Level). During hours of darkness, a Faerie must wear a light 
  stick on their lower back or bottom to receive this ability. Once again, consult a Rules 
  Marshall for any clarifications. 
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  The meekness of these tiny creatures leads them to suffer a -2 Starting Body Points and -10 to 
  Maximum Body Points. That same weakness prevents them from being a Warrior or any of the 
  Fighter Subclasses. Small size precludes Faeries from purchasing the following skills: Two Handed 
  Edged, Two Handed Blunt, Polearm, and Two Handed Mastery. Iron and other metals cause 
  Faeries great pain, and as such, they cannot wield metal weapons or wear metal armor. A 
  Faerie cannot be a Necromancer and has an aversion to casting Chaos Magic. 
   
  The Dark Faeries (R)
  The Dark Faeries (R)
  The Dark Faeries (R)
  The Dark Faeries (R)    
   
  There are more sinister watchers in the woods. Dark Faeries are spawned by the evils of Chaos 
  inflicted on the “normal” Fey creatures. Unpredictable and malign, it is at best risky to 
  attempt an alliance with one of the Dark Faeries. It seems the effects of Chaos are irreversible, 
  and the fate of these once cheerful Faeries is etched in stone. Can they be saved from their 
  terrible curse? Or perhaps it is we who need salvation from them?    
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  Within the guidelines established by the fantasy genre, a Dark Faerie Player may look however 
  they wish. Remember that it is important to capture the feel of what an “Evil” Faerie should 
  look like. In other words, most faeries won’t dress as your typical human. Dark Faeries may 
  wear pointed ears if they wish, but are required to wear Faerie Wings at ALL times. 
  Additionally, the wings must ALWAYS be exposed. Consult a Race Marshall for guidance on 
  how to obtain or make your own wings. As a Chaos-tainted race, Dark Faeries are also 
  required to draw gray or black lines on all exposed skin to represent the putrescence that flows 
  through their veins and blackened heart.  Remember that a Dark Faerie is a twisted, malign 
  reflection of the innocence and purity of normal Faeries. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Dark Faeries are identical to their Faerie kin in all advantages, save one. These little creatures 
  are permeated and twisted by the darkness of Chaos. The result of this is that Dark Faeries are 
  permanently Desecrated. Consult a Rules or Race Marshall for more clarification on this ability.  
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Dark Faeries have the same disadvantages as Faeries, with the only difference lying in their 
  Chaos tainted nature. Dark Faeries cannot be Healers. In addition, Dark Faeries have an 
  aversion to Healing Magic. 
   
   
  
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  THE GOBLINOID RACES 
  Often considered the enemy of humankind, the Goblinoid races remain an unknown quantity. 
  Fierce, aggressive, and cunning, these creatures are found in all parts of our world. Orcs, 
  Ogres, and Goblins are common in Clanthia and elsewhere. Will you be an outcast from an 
  Orcish tribe, or a rampaging member of a pack of Ogres? These races provide a great role-
  playing opportunity and are a lot of fun.  
  The Half Orc
  The Half Orc
  The Half Orc
  The Half Orc    
   
  Orcish history is drenched with blood. It seems that their nature is to destroy; because of that, 
  Tyrra views these warriors as evil. Full blooded Orcs are still the adversary, but they do often 
  leave a softer hearted progeny in their wake, namely the Half Orcs. Born of evil or good, as 
  half-breeds, they are usually ostracized from their kin. Does this awkward balance calm the 
  inner storm? Whatever the case, Half Orcs make fierce warriors and loyal companions.  
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  Half Orcs have green skin and red or orange hair. They also are required to wear tusks at all 
  times. (Unless eating, of course!) See a Race Marshall for information about making your own 
  tusks. Half Orcs can wear any type of costuming, but usually prefer a more “barbaric” look. 
  Remember, a Player must cover all exposed skin with make-up. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Orcs are very strong, and their kin share that attribute. Half Orcs get a +1 Strength Bonus. 
  This bonus allows the character to deal an additional point of damage in combat. The Orcish 
  constitution also gives them +5 Starting Body Points and +10 to Maximum Body Points. 
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Many consider Half Orcs to be a stupid race. While there are no doubt less intelligent 
  members of any race, the Half Orcs are anything but. Regardless, Half Orcs have a difficult 
  time learning to read and write. Because of that, a Half Orc Player must pay double Build Cost 
  for the Read Magic and Read and Write skills. Half Orcs are a relatively short lived race and 
  usually don’t live past fifty human years. 
  The Half Ogre
  The Half Ogre
  The Half Ogre
  The Half Ogre    
   
  Half-Ogres are a more quiet and brooding race of Goblinoid. They share a similar history to 
  the Orcs and have produced a variety of half-breed offspring. Half Ogres are less common 
  than their full-blooded kin and often prefer to remain in solitude. This does not preclude these 
  warriors from adventuring, however, and they can hold most any occupation. Do not be 
  deceived by the seeming calmness of this race; they have a hidden aggressive nature and can 
  be far more vicious than the Orc when threatened. 
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  Half Ogres have yellow skin that can be highlighted with related colors like brown or orange. 
  Half Ogres can have hair of any natural color, but it is usually dark. They also are required to 
  wear tusks at all times. (Unless eating, of course!) See a Race Marshall for information about 
  making your own tusks. Half Ogres can wear any type of costuming, but usually prefer a more 
  “barbaric” look. Remember, a Player must cover all exposed skin with make-up. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Ogres are very strong and pass that attribute onto their half-blooded kin through a +1 
  Strength Bonus. This bonus allows the character to deal an additional point of damage in 
  combat. The Half Ogre constitution also gives them +5 Starting Body Points and +10 to 
  Maximum Body Points. 
  
   
  122
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  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Many consider Half Ogres to be an unintelligent race. While there are no doubt stupid 
  members of any race, the Half Ogres are anything but. Regardless, Half Ogres, like Half Orcs, 
  have a difficult time learning to read and write. Because of that, a Half Ogre Player must pay 
  double Build Cost for the Read Magic and Read and Write skills. Half Ogres are a relatively short 
  lived race and usually don’t live past fifty human years. 
   
   
  THE BESTIAL RACES 
  Under this category fall creatures even stranger than those we have already mentioned.  
  Legend states that the Sarr, perhaps spawned from the great jungle cats, were created to 
  destroy the Elves. There are also Scavengers, Half Breeds, and other as yet undiscovered races. 
  If a Player wishes to play a Bestial Race of a different theme, they may seek to have it 
  approved by the Head Race Marshall. If approved, the Player can expect to use the Wilder 
  Race statistics. This group of races offers the greatest chance for variety and amazing 
  costuming. Are you up to the challenge? 
  The Sarr
  The Sarr
  The Sarr
  The Sarr    
   
  As mentioned above, it is said that the Sarr were intended to be hunters of the Elven races. 
  What magic or influence made these fierce warriors the bipeds they are now? That knowledge 
  may be lost in time, but whatever the case, Sarr are awesome combatants with Swords and 
  Magic alike. The heart of a predator brings forth extreme emotions, and a Sarr can channel 
  that energy to do many things. Whatever Class you decide to be, a Sarr can help bring you to 
  the next level of Role-playing. Sarr are not extremely long-lived, reaching a typical old age of 
  about sixty human years. 
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  A Sarr is a humanoid, bipedal version of any of the great jungle cats. Prosthetics, furry ears, 
  make-up, and fur are all allowed as part of a Sarr costume. Make-up is the key here, and it 
  must be clear what type of cat is being represented. Because of possible confusion with a Drae 
  character, anyone wishing to play a black panther must have the costume pre-approved by his 
  or her Race Marshall to avoid confusion. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Because of their bestial nature, Sarr get +2 Starting Body Points and +10 to Maximum Body 
  Points and start with a +1 strength bonus. Sarr have a cultural love for combat and especially 
  bladed weapons. The blade represents the claw to them, and they are taught its ways from 
  childhood. Because of this affinity, Sarr may purchase the One Handed Edged or Two Handed 
  Sword skills for half cost. Sarr scholars pay full price for Two Handed Sword. Sarr have very 
  acute senses, most especially the sense of smell. If a Sarr smells or “sniffs” an object or person 
  for 10 seconds he or she can detect the presence of Poisons or Diseases.  Due to this they can 
  purchase Poison Lore skill at half cost. 
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Sarr have a disdain for Missile Weapons or Blunt Weapons, and cite their use as cowardly. A 
  Sarr cannot purchase any missile related skills or blunt weapon skills. Sarr believe that Edged 
  Weapons are superior to all others. Sarr have an inherent dislike for Elves, and typically will not 
  involve themselves in Elven matters. It is, however, a surmountable flaw and doesn’t mean that 
  Sarr cannot overcome it.  
   
   
   
  
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  The Wilder Races
  The Wilder Races
  The Wilder Races
  The Wilder Races    
   
  Magical and mysterious is the history of the Wilder, or “Scavenger”, Races. Legend holds that 
  a magician used a flawed version of the same Ritual that created the Sarr to create the Wilders. 
  During the Ritual, something went awry, and animals in the nearby woods were fused with the 
  local humans. Raccoons, foxes, coyotes, and wolves are just some of the creatures thought to 
  have suffered this change, and more were surely affected. Over the years, these various races 
  have bred and formed communities that reflect the nature of their bestial disposition. A Player 
  should take notice of the quirks and nuances of the chosen animal and personify those traits. 
  The term “Scavenger” is a misnomer, as not all Wilder races are scavenging animals. Aside 
  from the cats Sarr are based on, and avian creatures, the sky is the limit as far as your choices 
  of animal are concerned. 
  Make
  Make
  Make
  Make----Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements
  Up and Costuming Requirements    
  Whatever the creature you choose to represent, it is important that your make-up clearly 
  identifies what you are playing. Prosthetics, furs, horns, feathers, and any other aids may be 
  used to create the persona that you are seeking. Ensure that you have your costume approved 
  by a Race Marshall prior to playing, so as to avoid any complications. 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Bestial lineage gives a physical advantage to the Wilder Races, allowing for a bonus of +2 
  Starting Body Points and +5 Maximum Body Points to their normal total. Additionally, that 
  strength of body gives these Wilders the ability to purchase the Resist Disease skill. Similar to 
  the Sarr, a Wilder can detect the presence of Disease or Poisons if they “sniff” the affected 
  item/person for 10 seconds. Due to this they can purchase Herbal Lore and half cost. 
  Inherent Disadvant
  Inherent Disadvant
  Inherent Disadvant
  Inherent Disadvantages
  ages
  ages
  ages    
  Wilders have a difficult time learning the use of the Tyrran “Common” language. Thus, they 
  must pay double Build Cost for the Read and Write skill. Wilders are prone to the behavior of 
  their wild kin, and it can sometimes get them in trouble. While a Player does not have to 
  behave in a wild fashion, it can certainly be fun.  
   
  THE OTHERWORLDLY RACES 
  The list of other races and species that have visited us is long and varied. Fendari, the Arcane, 
  Aelumari, and others more mysterious have all left their mark. War is usually the gift they 
  bring, and death is left as a reminder. Currently, Fendari are the only Otherworldly Race 
  available for any experienced Player to claim. Who can tell when the others will walk our roads 
  again? 
  The Fendari (R)
  The Fendari (R)
  The Fendari (R)
  The Fendari (R)    
   
  What secrets do Fendari keep? It is known that they are very closely tied to another Tyrran 
  Race. But which race is it? Wild and ill tempered, Fendari seem to have fire running through 
  their veins. Their skill with Celestial Magic is unparalleled. As time rolls on, we begin to 
  discover more about this mysterious and rare culture. Fendari are very long lived, it is 
  speculated they can endure for thousands of years powered by the magic they manipulate. 
  What is the Fendari agenda? 
  Make
  Make
  Make
  Make----Up and Costume Requirement
  Up and Costume Requirement
  Up and Costume Requirement
  Up and Costume Requirement    
  Fendari must wear dark gray or black horns. These can be fashioned using the same technique 
  for Sylvan Fey horns. Fendari horns need not be shaped like the Sylvan Fey’s and have a 2” 
  minimum size. Consult a Race Marshall for advice on sculpting horns. Fendari have red skin 
  with dark highlights and prosthetics may be used for a more “evil” face. A Fendari’s hair is 
  usually a dark color, but may be any natural color.  
  
   
  12
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   Character Creation at 
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  SOLAR
  SOLAR
  SOLAR 
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages
  Inherent Advantages    
  Fendari are durable creatures and they add +1 Starting Body Points and +5 Maximum Body 
  Points bonus to their normal total. Because of their Otherworldly origins, Fendari have been 
  exposed to the powerful elemental forces of their hidden home. As a result, Fendari may 
  purchase the skill Resist Elemental Magic. If the character is not an Elementalist this skill may 
  only purchased once every five levels. Special knowledge of Celestial Magic allows Fendari to 
  purchase the Read Magic skill for half Build Cost, rounded up. 
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages
  Inherent Disadvantages    
  Because of their devotion to the Celestial and Elemental magics, teachers of Earth Magic are 
  rare in Fendari culture. Fendari pay double Build Cost for First Aid and Healing Arts, and 
  cannot be any of the following classes: Knight, Dark Knight, Ranger, Necromancer, Healer or 
  Druid. Because of their strong affinity for the elements, Fendari cannot be Confinists. 
   
   
   
  RACE MAKE-UP AND COSTUME REQUIREMENTS 
  While exciting and fun, playing a non-human character is also a responsibility and a 
  commitment.  When playing a character that is not human, the player must adhere to specific 
  make-up and costume requirements.  Some races, such as Stone Elf or Drae, require the 
  application of make-up to all exposed areas of skin.  If you are not confident in your ability or 
  willingness to fully comply with the make-up requirements, you should not begin a character 
  of that race. 
   As a Player of SOLAR
  SOLAR
  SOLAR
  SOLAR, there is one important question you should ask: “What is a Player’s 
  MOST
  MOST
  MOST
  MOST significant contribution to this game?” Do you know the answer? We, the SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Staff, believe that suspending one’s disbelief is the key. In other words, our main goal is to 
  make it all seem REAL
  REAL
  REAL
  REAL! Naturally, a Player’s costuming, make-up, and appearance are primary 
  contributors to the success of the game’s facade. It is understood that many factors affect a 
  Player’s costuming, with considerations like budget and time often being the most limiting. 
  While we hope that you can make the costume that you want a reality, we understand that 
  our imaginations sometimes reach beyond our means.  On the other hand, make-up is not 
  such a flexible issue. As a very inexpensive part of our game, there is no reason a Player’s 
  make-up shouldn’t be flawless! Set an example and have the BEST
  BEST
  BEST
  BEST make-up! Unfortunately, 
  there are a rare few who don’t have the willingness to look their best, and we have a safeguard 
  against those naughty Players: the Race Marshall. A Race Marshall    is a Player who has been 
  assigned a specific race to represent. The many jobs of this individual include supplying 
  answers and information about your race, adjudicating any misunderstandings, and monitoring 
  all characters of their assigned race. If a Player is found to be improperly playing a race, that 
  Player will be warned, and can lose her/his right to play that race. Reversion to human and loss 
  of Build Points can result! Make sure you play the race to the limit. 
  Always remember that these races are provided to enhance the SOLAR
  SOLAR
  SOLAR
  SOLAR experience
   experience
   experience
   experience for you 
  and everyone around you! The game environment depends as much on players as it does on 
  staff, and we need YOU
  YOU
  YOU
  YOU to help us. So in the meantime, wear the fur, horns, ears, and make-
  up like you are the BEST
  BEST
  BEST
  BEST looking Player we’ve ever had! Do it right, do it well, and make it 
  fun! 
   
   
   
   
   
   
   
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    125
  125
  125
  125 
   
  RACIAL MAKE-UP AND COSTUME REQUIREMENTS 
   
  Race 
  Ears 
  Misc 
  Skin 
  Hair 
  Costume 
  Dark Faeries 
  Optional Wings 
  Black Lines 
   
   
  Drae 
  Yes 
   
  Black 
  White or Silver 
   
  Faeries 
  Optional Wings 
   
   
   
  Fendari 
  Yes 
  Horns 
  Red 
   
   
  Gnomes 
   
   
  Grey 
   
  Pointy Hat 
  Gypsies 
   
  Accent 
   
   
  Colorful, Festive Clothing 
  Half Ogre 
   
  Tusks 
  Brown or Yellow 
   
   
  Half Orc 
   
  Tusks 
  Green 
   
   
  Hoblings 
   
   
   
  Fur on Feet and Hands 
   
  Humans 
   
   
   
   
   
  Mountain Dwarf 
   
   
   
  Min. 6" Beard 
   
  Sarr 
   
   
  Special 
   
   
  Scavengers 
   
   
  Special 
   
  Tails 
  Sea Elf 
  Yes 
   
  Blue 
   
  Aquatic 
  Shadow Dwarf 
   
   
  Black 
  White with Min. 6" Beard 
   
  Stone Elf 
  Yes 
   
  White with Black Lines 
   
   
  Surface Elf 
  Yes 
   
   
   
   
  Sylvan Fey 
  Optional Horns 
   
   
   
  Unseeley 
  Optional Horns 
  Black Lines 
   
   
  Wild Elf 
  Yes 
   
  War Paint 
   
  American Indian 
  Wilders 
   
   
  Special 
   
  Tails 
      
  Disguising One's Race
  Disguising One's Race
  Disguising One's Race
  Disguising One's Race    
  It is impossible for a character to disguise himself as another race. If the world of SOLAR
  SOLAR
  SOLAR
  SOLAR 
  really existed, it would be a simple matter to determine if someone were a real Drae or if he 
  were wearing fake ears and makeup. 
  
   
  126
  126
  126
  126    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  SKILLS 
  The 
  The 
  The 
  The SOLAR
  SOLAR
  SOLAR
  SOLAR  Skill System
    Skill System
    Skill System
    Skill System    
  The SOLAR
  SOLAR
  SOLAR
  SOLAR game system is based on the purchase of skills. Whenever a player buys a new 
  skill with his Build Points, he will be given a permanent tag with the name and level of the skill 
  on it. These skill tags must be carried on a player's Skill Ring at all times in case a marshal 
  wishes to check to see if a player really has a particular skill. It is the player's responsibility to 
  keep up with his Skill Tags between events. 
  Since skills must be bought for a character to use them, no character may try to use a skill that 
  he does not have. For instance, a character must have the One-Handed Edge weapon skill 
  before he can use a sword. If a character does not have this skill, he may not use a sword for 
  any purpose other than a killing blow (See Killing Blow in the Living and Dying section). 
  In order to learn a new skill, a character must find someone who already knows the skill, and, 
  who is willing to teach it to him. 
  Once a character finds a teacher, it is up to the two of them to determine what the price will 
  be for teaching the skill. If the price is not paid, it is up to the teacher to collect the fee. Once 
  taught, a skill may not be repossessed. 
  Once the price has been agreed upon, the student and teacher should proceed to the logistics 
  area during on-site Update. The teacher will inform Logistics which skill he is teaching the 
  student. 
  Some skills may be purchased more than once, allowing a character to improve his ability in 
  that skill. These types of skills do not have to be taught each time to be improved. For the 
  details of a skill, read the skill descriptions. 
  Skill Tags
  Skill Tags
  Skill Tags
  Skill Tags    
  Each player in SOL
  SOL
  SOL
  SOLAR
  AR
  AR
  AR wears a Skill Ring that holds the player's Skill Tags. When a player 
  purchases a skill for his character, he will be given a blue Permanent Skill Tag with the name of 
  the skill on it. This skill tag shows that the character has learned the skill. 
  Permanent Skill Tags are required for a character to receive his daily Renewable Skill Tags, 
  which allow the character to use that skill. All Renewable Skill Tags must have the date 
  stamped on the back of them and are then placed on the skill ring with the Permanent Skill 
  Tags. At the next Check-in or Spell-reset, all remaining Renewable Skill Tags must be thrown 
  away. Anyone found using Renewable Skill Tags from a previous day will be subject to 
  immediate disciplinary action. 
  For example, if a player purchases his first Critical Slay, he will be given a blue Permanent Skill 
  Tag which has " Critical Slay #1" written on it. At Check-in and Spell-reset, the player must 
  return to the Logistics area and get a Renewable Skill Tag, which has "Critical Slay" printed on 
  it. After the player has used his Critical Slay, he must remove the Renewable Skill Tag from his 
  skill ring and tear it in half to show that it has been used. Players should not throw Renewable 
  Skill Tags (or any other tags or trash, for that matter) on the ground. The Renewable Skill 
  Tags should be placed in a trashcan, or, if none can be found, in the player's pocket. 
  SKILL COSTS 
  (*)  Indicates this Skill may be purchased multiple times to improve or increase the skill. The 
  prerequisite shown is the prerequisite to buy the skill for the first time. The prerequisite may 
  be different when purchased again (see the Skill Chart). 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    127
  127
  127
  127 
   
  Skill Name
  Warrior
  Knight / Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  1 Handed Blunt
  3
  3
  3
  3
  4
  5
  8
  -
  None
  1 Handed Edged
  5
  5
  5
  5
  5
  7
  10
  -
  None
  2 Handed Blunt
  6
  6
  6
  6
  12
  12
  30
  -
  None
  2 Handed Sword
  8
  8
  8
  8
  15
  15
  40
  -
  None
  Bow
  5
  -
  5
  5
  10
  10
  20
  -
  None
  Crossbow
  5
  -
  5
  5
  10
  10
  20
  -
  None
  Florentine
  6
  6
  6
  6
  6
  8
  12
  -
  Weapon Skill(s)
  Missile Mastery
  10
  10
  10
  10
  15
  15
  25
  -
  None 
  Polearm
  8
  8
  8
  8
  10
  10
  20
  -
  None
  Shield
  5
  5
  5
  5
  10
  7
  15
  -
  None
  Small Weapon
  2
  2
  2
  2
  2
  2
  2
  2
  None
  Staff
  4
  4
  4
  4
  4
  4
  4
  4
  None
  Thrown Weapon
  4
  -
  4
  4
  4
  4
  4
  -
  None
  Two Weapons
  2
  2
  2
  2
  4
  4
  4
  -
  Florentine
  Weapons Master - 1 Handed
  10
  10
  10
  10
  15
  15
  20
  -
  None
  Weapons Master - 2 Handed
  12
  12
  12
  12
  20
  20
  50
  -
  None 
  Skill Name
  Warrior
  Knight / Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Weapon Proficiency +1
  15
  15
  15
  15
  20
  15
  40
  -
  Weapon Skill
  Weapon Proficiency +2
  15
  15
  15
  15
  25
  20
  45
  -
  +1 Proficiency
  Weapon Proficiency +3
  15
  15
  15
  15
  25
  20
  50
  -
  +2 Proficiency
  Critical Slay
  10
  10
  10
  10
  15
  15
  20
  -
  +2 Proficiency
  Fatal Blow
  15
  -
  -
  -
  -
  -
  -
  -
  3rd Critical Slay
  Fortify
  3
  3
  3
  3
  3
  3
  3
  3
  None
  Iron Grasp
  3
  -
  -
  -
  -
  -
  -
  -
  +2 Proficiency
  Shield Parry
  10
  10
  10
  10
  15
  15
  20
  -
  Critical Slay
  Shield Fatal Parry
  15
  -
  -
  -
  -
  -
  -
  -
  3rd Shield Parry
  Wear Extra Armor
  -
  1
  2
  2
  4
  4
  8
  -
  None
  Skill Name
  Warrior
  Knight / Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Waylay
  10
  -
  10
  10
  6
  12
  12
  -
  Weapon Skill
  Backstab
  15
  -
  15
  15
  10
  20
  20
  -
  Waylay
  Assassinate/Dodge
  15
  -
  15
  15
  10
  20
  20
  -
  Backstab +3
  Skill Name
  Warrior
  Knight / Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Astrologer
  3
  3
  3
  3
  3
  3
  3
  3
  Read and Write
  First Aid
  5
  2
  2
  5
  5
  2
  2
  2
  None
  Healing Arts
  4
  2
  2
  4
  4
  2
  2
  2
  First Aid
  Herbal Lore
  4
  4
  4
  4
  4
  4
  4
  -
  Read and Write
  Lore Skills (other)
  2
  2
  2
  2
  2
  2
  2
  2
  None
  Poison Lore
  4
  -
  4
  4
  4
  4
  4
  -
  Read and Write
  Read and Write
  6
  3
  3
  3
  4
  3
  3
  3
  None
  Read Magic
  8
  8
  8
  8
  6
  4
  4
  4
  Read and Write
  Rune Lore
  -
  -
  -
  4
  -
  -
  -
  -
  Read and Write
  Rune Mastery
  -
  -
  -
  5
  -
  -
  -
  -
  Rune 4 Column
  WEAPON SKILLS
  COMBAT SKILLS
   SKILLS
  STEALTH SKILLS
   SKILLS
  ACADEMIC SKILLS
   SKILLS
  
   
  128
  128
  128
  128    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
   
  Skill Name
  Warrior
  Knight / Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Armorsmith Level 1-20
  2
  2
  2
  2
  2
  2
  2
  -
  None
  Craftsman (all)
  2
  2
  2
  2
  2
  2
  2
  2
  None
  Disarm Trap
  9
  -
  9
  9
  3
  9
  6
  -
  None
  Evaluate Item
  6
  6
  6
  6
  3
  6
  6
  -
  None
  Pick Locks
  9
  -
  9
  9
  3
  9
  9
  -
  None
  Skill Name
  Warrior
  Knight / Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Alchemy Level 1-20
  6
  6
  6
  6
  3
  5
  3
  -
  Herbal Lore
  Create Poison Level 1-20
  6
  -
  6
  6
  3
  5
  4
  -
  Poison Lore
  Create Potion Level 1-20
  6
  6
  6
  6
  5
  4
  3
  3
  Earth Spell Slot
  Create Scroll Level 1-20
  6
  -
  6
  6
  5
  4
  3
  3
  Celestial Spell Slot
  Create Traps Level 1-20
  6
  -
  6
  6
  3
  5
  4
  -
  Disarm Trap
  Skill Name
  Warrior
  Knight/Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Gypsy Curse 1
  1
  1
  1
  1
  1
  1
  1
  1
  Gypsy
  Gypsy Curse 2
  1
  1
  1
  1
  1
  1
  1
  1
  Gypsy Curse 1
  Gypsy Curse 3
  2
  2
  2
  2
  2
  2
  2
  2
  Gypsy Curse 2
  Gypsy Curse 4
  2
  2
  2
  2
  2
  2
  2
  2
  Gypsy Curse 3
  Gypsy Curse 5
  3
  3
  3
  3
  3
  3
  3
  3
  Gypsy Curse 4
  Gypsy Curse 6
  3
  3
  3
  3
  3
  3
  3
  3
  Gypsy Curse 5
  Gypsy Curse 7
  4
  4
  4
  4
  4
  4
  4
  4
  Gypsy Curse 6
  Gypsy Curse 8
  4
  4
  4
  4
  4
  4
  4
  4
  Gypsy Curse 7
  Skill Name
  Warrior
  Knight / Dark Knight
  Ranger
  Runesmith 
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Primary Level 1 Spell Slot
  3
  2
  2
  2
  2
  1
  1
  1
   < school specific  >
  Primary Level 2 Spell Slot
  3
  2
  2
  2
  2
  1
  1
  1
  Primary Level 1 Spell Slot
  Primary Level 3 Spell Slot
  6
  3
  3
  3
  3
  2
  2
  2
  Primary Level 2 Spell Slot
  Primary Level 4 Spell Slot
  6
  4
  4
  4
  4
  3
  2
  2
  Primary Level 3 Spell Slot
  Primary Level 5 Spell Slot
  9
  4
  4
  4
  4
  3
  3
  3
  Primary Level 4 Spell Slot
  Primary Level 6 Spell Slot
  9
  5
  5
  5
  5
  4
  3
  3
  Primary Level 5 Spell Slot
  Primary Level 7 Spell Slot
  12
  6
  6
  6
  6
  5
  4
  4
  Primary Level 6 Spell Slot
  Primary Level 8 Spell Slot
  12
  6
  6
  6
  6
  5
  4
  4
  Primary Level 7 Spell Slot
  Primary Level 9 Spell Slot
  15
  7
  7
  7
  7
  6
  5
  5
  Primary Level 8 Spell Slot
  Secondary Level 1 Spell Slot
  6
  6
  6
  4
  4
  2
  2
  2
    < school specific  >
  Secondary Level 2 Spell Slot
  6
  6
  6
  4
  4
  2
  2
  2
  Secondary Level 1 Spell Slot
  Secondary Level 3 Spell Slot
  12
  12
  12
  6
  6
  4
  4
  3
  Secondary Level 2 Spell Slot
  Secondary Level 4 Spell Slot
  12
  12
  12
  8
  8
  6
  4
  3
  Secondary Level 3 Spell Slot
  Secondary Level 5 Spell Slot
  18
  18
  18
  8
  8
  6
  6
  4
  Secondary Level 4 Spell Slot
  Secondary Level 6 Spell Slot
  18
  18
  18
  10
  10
  8
  6
  4
  Secondary Level 5 Spell Slot
  Secondary Level 7 Spell Slot
  24
  24
  24
  12
  12
  10
  8
  5
  Secondary Level 6 Spell Slot
  Secondary Level 8 Spell Slot
  24
  24
  24
  12
  12
  10
  8
  5
  Secondary Level 7 Spell Slot
  Secondary Level 9 Spell Slot
  30
  30
  30
  14
  14
  12
  10
  6
  Secondary Level 8 Spell Slot
  Tertiary Spell Slots
  Primary 
  x3 
  x3 
  Warrior 
  Primary
  x3 
  Warrior 
  Primary
  Primary 
  x3 
  Primary 
  x3 
  Primary 
  x3 
  Primary 
  x3 
  Primary 
  +2 
    < school specific  >
  Quaternary Spell Slots
  Primary 
  x4
  Warrior 
  Primary 
  x4
  Warrior 
  Primary 
  x4
  Primary 
  x4
  Primary 
  x4
  Primary 
  x4
  Primary 
  x4
  Primary 
  +3 
    < school specific  >
  TRADE/CRAFT SKILLS
   SKILLS
  PRODUCTION SKILLS
   SKILLS
  MAGIC SKILLS
   SKILLS
  GYPSY CURSE ABILITIES
   SKILLS
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    129
  129
  129
  129 
   
   
  WEAPON, COMBAT, & STEALTH SKILLS 
  Assassinate*
  Assassinate*
  Assassinate*
  Assassinate*    
  Prerequisite(s): Backstab +3 
  The Assassinate skill allows a character to kill a victim once a day for every time the skill is 
  purchased. This attack requires a one-handed edged weapon, must be by surprise, and come 
  from behind the victim. A successful Assassinate will put the victim at the Dead status. Armor 
  of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) will not protect against an 
  assassinate. 
  If a player suspects an assassination attempt from someone behind him, he can negate the 
  assassination by saying, "I know you are back there," or by otherwise indicating he is aware of 
  the assassin's presence. 
  An assassination attempt may not be negated by the Dodge skill (see Dodge, below), nor may 
  it be parried by a Critical Parry (see Critical Parry, below). 
  Each player with this skill will be given his Assassinate Tags (one for each time purchased) at 
  Check-In. Until a character has reached Master Assassin status (3 Assassinates), he must 
  choose either an assassinate or  a dodge when he receives his tag. Master Assassins do not 
  have this restriction and can choose during the combat to use either an assassinate or dodge.  
  Skill Name
  Warrior
  Knight/Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Formal Level 1 
  6
  6
  6
  6
  6
  2
  2
  4
  Level 9 Spell Slot
  Formal Level 2 
  6
  6
  6
  6
  6
  2
  2
  4
  Formal Level 1
  Formal Level 3 
  12
  12
  12
  12
  12
  4
  4
  8
  Formal Level 2 
  Formal Level 4 
  12
  12
  12
  12
  12
  6
  4
  8
  Formal Level 3 
  Formal Level 5 
  18
  18
  18
  18
  18
  6
  6
  12
  Formal Level 4 
  Formal Level 6 
  18
  18
  18
  18
  18
  8
  6
  12
  Formal Level 5 
  Formal Level 7 
  24
  24
  24
  24
  24
  10
  8
  16
  Formal Level 6 
  Formal Level 8 
  24
  24
  24
  24
  24
  10
  8
  16
  Formal Level 7 
  Formal Level 9 
  30
  30
  30
  30
  30
  12
  10
  20
  Formal Level 8 
  Secondary Formal Levels
  x2  
  Primary
  -
  -
  x2  
  Primary
  x2  
  Primary
  x2  
  Primary
  x2  
  Primary
  x2  
  Primary Level 9 Spell Slot
  Alteration Mastery
  -
  -
  -
  -
  -
  12
  8
  8
  Formal level 9
  Binding Mastery
  -
  -
  -
  -
  -
  12
  8
  8
  Formal level 9
  Construct Mastery
  -
  -
  -
  -
  -
  12
  8
  8
  Formal level 9
  Enchantment Mastery
  -
  -
  -
  -
  -
  20
  15
  15
  Formal level 9
  Necromantic Mastery
  -
  -
  -
  -
  -
  12
  8
  8
  Formal level 9
  Summoning Mastery
  -
  -
  -
  -
  -
  12
  8
  8
  Formal level 9
  Skill Name
  Warrior
  Knight/Dark Knight
  Ranger
  Runesmith
  Rogue
  Templar
  Scholar
  Sorcerer
  Prerequisites  
  Resist Charm
  2
  2
  2
  2
  2
  2
  2
  2
  All Elves, Unseelie
  Resist Charm/Charm Break
  4
  4
  4
  4
  4
  4
  4
  4
  Sylvan Fey
  Resist Confining
  5
  5
  5
  5
  5
  5
  5
  5
  Confinist 
  Resist Disease
  2
  2
  2
  2
  2
  2
  2
  2
  Wilders, Dwarves, Hoblings
  Resist Elemental
  5
  5
  5
  5
  5
  5
  5
  5
  Elementalist, Fendari
  Resist Emotion
  4
  4
  4
  4
  4
  4
  4
  4
  Stone Elf, Drae
  Resist Healing/Curing
  5
  5
  5
  5
  5
  5
  5
  5
  Necromancer, Dark Knight
  Resist Necromancy/Chaos
  5
  5
  5
  5
  5
  5
  5
  5
  Healer, Knight
  Resist Sleep
  3
  3
  3
  3
  3
  3
  3
  3
  All Elves, All Faeries
  Resist Toxin
  5
  5
  5
  5
  5
  5
  5
  5
  Sea Elf, Shadow Dwarf, Gnome
  FORMAL MAGIC SKILLS
   SKILLS
  RESIST ABILITIES
   SKILLS
  
   
  130
  130
  130
  130    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Backstab*
  Backstab*
  Backstab*
  Backstab*    
  Prerequisite(s): Waylay 
  The Backstab skill adds 1 point to the character's base damage with a one-handed edged 
  weapon for every time the skill is purchased, and it may be used with either hand. If a 
  character knows the Two Weapons skill, he may add one (1) point of damage to each hand. 
  This is an attack that is from behind the target, not just hitting them in the back with your 
  weapon, although you must be standing behind your target it does not have to be from 
  surprise.  
  Critical Slay*
  Critical Slay*
  Critical Slay*
  Critical Slay*    
  Prerequisite(s): Weapon Proficiency +2 
  The Critical Slay skill allows a character to immediate drop a character to SLAIN
  SLAIN
  SLAIN
  SLAIN status with 
  one blow, once a day for every time the skill is purchased. When learning a Critical Slay, the 
  character must choose which hand this skill is to be used, as well as with which weapon. 
  In order to use this skill, the attacker must announce he is using a Critical Slay by stating, 
  "Prepare to Die, Slay!". At this point his Slay is now "active" and the attacker has one minute 
  to use the Slay. If the Slay is not used immediately, the attacker must continue to say "Slay 
  Active". When the attacker is ready to make contact with the victim, the attacker must say 
  "Slay" and then hit the victim. If the attacker does not connect with a target within the one 
  minute, the Slay is expended. 
  A Critical Slay will put the victim at SLAIN
  SLAIN
  SLAIN
  SLAIN status, and he will die in one minute. A Critical 
  Slay bypasses armor and, therefore, will not affect the victim's Armor Points.  
  However, if the victim has Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor 
  (E,7) active on him when he is hit with a Critical Slay, then the victim is left with one Body 
  Point. Also, an attempt to slay a character may be negated by the Critical Parry, Fatal Parry or 
  Shield Parry skills (see below). Missile slays may only be parried with Shield Parry skills. The 
  Dodge skill (see Assassinate) also allows a character to dodge a Critical Slay; however it does 
  not parry the Slay. The Slay remains active, and the defending character loses a Dodge. 
  Critical Slay may be purchased after every two Weapon Proficiencies. 
  Each player with this skill will be given his Critical Slay Tag(s) (one for each time purchased) 
  at Check-In and at each Spell-Reset. When the skill is used, the Critical Slay Tag should be 
  torn off the skill ring. 
  Critical Parry
  Critical Parry
  Critical Parry
  Critical Parry    
  A character that knows the Critical Slay skill has the option of using it as a Critical Parry 
  instead. If a opponent activates his Critical Slay by saying "Prepare to Die!", a player with an 
  available Critical Slay may say "Critical Parry" to negate the slay, provided he is holding his 
  weapon, and it is free. Using the Critical Slay skill as a Critical Parry expends the Critical Slay. 
  Although it is not necessary to actually parry or block the attack, Critical Parry may only be 
  used against attacks, which the person could logically block. If a character with a Critical Slay 
  can place himself between the victim and the attacker, then he may negate the Slay with his 
  Critical Parry. 
  In addition, this skill allows a character to parry any physical blow one time for each time the 
  skill is bought. The character must call "critical parry" in order to dodge the blow. Magical 
  effects, e.g. spells, may not be parried. However a blow from a weapon, or an object, even if 
  it is magical, may be parried, e.g. "30 Magic Boulder." 
  Dodge
  Dodge
  Dodge
  Dodge    
  Prerequisite(s): Backstab +3 
  A character that knows the Assassinate skill has the option of using it as a Dodge instead. The 
  Dodge skill will allow a character ONCE
  ONCE
  ONCE
  ONCE per combat to dodge any non-surprise, not area effect 
  attack. (i.e. Waylay, Assassinate, 5’ radius trap explosion, spell packet from behind, etc.). 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    131
  131
  131
  131 
  If a player is hit with a spell or other packet attack, he may say "Dodge" to negate the attack, 
  provided of course he has an available dodge. Using the Assassinate skill as a Dodge expends 
  the Assassinate. 
  A character with an available Dodge may not place himself between a victim and an attacker 
  after the attack has been announced (i.e. after a spell verbal has been started, after a Critical 
  Slay has been announced, etc.) and dodge the attack. 
  Dodge Block
  Dodge Block
  Dodge Block
  Dodge Block    
  Prerequisite(s): Dodge 
  The Dodge Block skill allows the character, if within arms reach of another to “Dodge Block” 
  and take the intended attack upon his or herself instead of the victim they are saving. This is 
  done by touching the intended target softly and speaking aloud “Dodge Block”. The character 
  using the Dodge Block cannot then use a Dodge Skill to evade the attack his or herself. 
  Fatal Blow*
  Fatal Blow*
  Fatal Blow*
  Fatal Blow*        
  Prerequisite(s): Warriors only  +8 Proficiency and 3rd Critical Slay 
  The Fatal Blow skill allows a character to immediate drop a character to SLAIN
  SLAIN
  SLAIN
  SLAIN status with one 
  blow, once a day for every time the skill is purchased. When learning a Fatal Blow, the warrior 
  must choose which hand this skill is to be used, as well as with which weapon. 
  In order to use this skill, the attacker must announce he is using a Fatal Blow by stating, 
  "Prepare to Die!”. At this point his Fatal Blow is now "active" and the attacker has 10 seconds
  10 seconds
  10 seconds
  10 seconds 
  to use the Fatal Blow. If the Blow is not used immediately, the attacker must continue to say 
  "Fatal Blow Active". When the attacker is ready to make contact with the victim, the attacker 
  must say "Slay, Fatal Blow!" and then hit the victim. If the attacker does not connect with a 
  target within 10 seconds
  10 seconds
  10 seconds
  10 seconds, the Fatal Blow is expended. 
  A Fatal Blow will bring the victim to the Slain
  Slain
  Slain
  Slain status, regardless of magical protections he is 
  regardless of magical protections he is 
  regardless of magical protections he is 
  regardless of magical protections he is 
  wearing
  wearing
  wearing
  wearing.... A Fatal Blow bypasses armor and, therefore, will not affect the victim's Armor Points.  
  A Fatal Blow also causes twice the amount of damage against creatures that normally take a 
  reduced amount of damage from a critical slay. 
  An attempt to slay the warrior with a Fatal Blow may be negated by the Fatal Parry skill (see 
  below listing). The Dodge skill (see Assassinate) also allows a character to dodge a Fatal Blow; 
  however it does not negate the attack. The Fatal Blow remains active, and the defending 
  character loses a Dodge. The Fatal Blow Skill cannot be "parried" by a Critical Parry, it can 
  only be parried by a Fatal Parry. See Below. 
  Fatal Blows may be purchased in lieu of critical slays after obtaining three critical slays. 
  Each player with this skill will be given his Fatal Blow Tag(s) (one for each time purchased) at 
  Check-In. When the skill is used, the Fatal Blow Tag should be torn off the skill ring. 
  Fatal Parry
  Fatal Parry
  Fatal Parry
  Fatal Parry    
  A warrior who knows the Fatal Blow skill has the option of using it as a Fatal Parry instead. If a 
  opponent activates his Critical Slay or Fatal Blow by saying "Prepare to Die!", a player with an 
  available Fatal Blow may say "Fatal Parry" to negate the slay or fatal blow, provided he is 
  holding his weapon, and it is free. Using the Fatal Blow skill as a Fatal Parry expends the Fatal 
  Blow. 
  Although it is not necessary to actually parry or block the attack, Fatal Parry may only be used 
  against attacks, which the person could logically block. If a warrior with a Fatal Blow can place 
  himself between the victim and the attacker, then he may negate the Critical Slay or Fatal 
  Blow with his Fatal Parry. 
  In addition, this skill allows a warrior to parry any physical blow one time for each time the 
  skill is bought. The warrior must call "fatal parry" in order to dodge the blow. Magical effects, 
  e.g. spells, may not be parried. However a blow from a weapon, or an object, even if it is 
  magical, may be parried, e.g. "30 Magic Boulder." 
  
   
  132
  132
  132
  132    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Florentine
  Florentine
  Florentine
  Florentine    
  Prerequisite(s): Weapon Skill(s) 
  The Florentine skill allows a character to fight with two weapons provided one of them is no 
  larger than a small weapon. If the player calls different damages for each hand, then the 
  proper damages must be called for each blow. Spears may not be used in this combination. 
  Damage for each weapon must be called based on the proficiencies for both weapons for both 
  hands. For instance, if a character has a +2 Weapon Proficiency in his right hand with one-
  handed edged weapons and no proficiencies in the left hand, he would call four damage with 
  the weapon in his right hand and one damage with the dagger-sized weapon in his left hand. 
  Fortify
  Fortify
  Fortify
  Fortify    
  Prerequisite(s): None 
  The Fortify Skill allows the character to increase his body points. Fortify may be purchased 
  multiple times, and the additional body gained from this skill is not limited by class maximums.  
  For each time this skill is purchased Warriors, Knights, Dark knights, and Rangers gain 3 body, 
  Rogues and Templars gain 2 body, and Scholars or Sorcerers gain 1 body. 
  Weapon Proficiency*
  Weapon Proficiency*
  Weapon Proficiency*
  Weapon Proficiency*    
  Prerequisite(s): Weapon Skill 
  The Weapon Proficiency skill allows a character to increase the amount of damage he does 
  with a weapon, by one point, for every time the skill is purchased. The weapon and hand 
  chosen for this skill must chosen at time of learning the skill. 
  A character may be proficient in more than one weapon and hand, but each Weapon 
  Proficiency must be bought separately, with a respective purchase of  weapon and applicable 
  hand. 
  Shield Parry/Shield Fatal Parry
  Shield Parry/Shield Fatal Parry
  Shield Parry/Shield Fatal Parry
  Shield Parry/Shield Fatal Parry    
  Prerequisite(s): 1 Critical Slay and Shield Skill 
  This skill allows a character with a shield to have a critical parry skill that can be used with his 
  shield only. (See critical parry above) They can purchase one Shield Parry Skill for every 
  Critical Slay in a non-missile weapon they posses. After obtaining three Shield Parries character 
  may then purchase Shield Fatal Parry. The Shield Fatal Parry allows the character to "parry" 
  either the Critical Slay attack or the Fatal Blow attack thus taking no damage from the attack. 
  Two Weapons
  Two Weapons
  Two Weapons
  Two Weapons    
  Prerequisite(s): Florentine 
  The Two Weapons skill allows a character to use two weapons, one in each hand, during 
  combat. One of the weapons must be no longer than 32 inches, and the other no longer than 
  44 inches. Neither can be a two-handed weapon of any kind. Spears may not be used in this 
  combination. 
  Damage for each weapon must be called based on the proficiencies for both weapons for both 
  hands. For instance, if a character has a +2 Weapon Proficiency in his right hand with one-
  handed edged weapons and no proficiencies in the left hand, he would call four damage with 
  the weapon in his right hand and two damage with the weapon in his left hand. 
  Waylay
  Waylay
  Waylay
  Waylay    
  Prerequisite(s):  Appropriate Weapon Skill 
  The Waylay skill allows a character to attempt to sneak up on another character from behind 
  and knock him unconscious. The character with the Waylay skill accomplishes this by getting 
  behind his victim and attacking him without the victim expecting the attack. The attack is 
  performed with a tap on a shoulder blade, with the butt end of a Waylay-safe approved 
  weapon (any small weapon which is properly padded), and saying "Waylay". 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    133
  133
  133
  133 
  A character which, has been successfully waylaid, loses one Body Point and remains 
  unconscious for 10 minutes. If the attacker uses an Endow (E,2) or Empower (C,1) spell in 
  conjunction with the Waylay skill, the victim will lose three Body Points. A character who has 
  been waylaid may be brought back to consciousness by either one minute of First Aid (the 
  character will not regain the Body Point(s) lost to the waylay) or a curative (a healing spell or 
  potion) which exceeds the amount of damage inflicted by the waylay. 
  If a character is successfully waylaid, he will not know who his attacker was.  
  If a player suspects a waylay from someone behind him, he can negate the waylay by saying, 
  "I know you are back there", or otherwise signifying he is aware of the attacker’s presence. 
  Victim will still take the damage from the blow if it is carried out, however. 
  Metal armor which covers the back of head and neck areas will negate a waylay, as will Armor 
  of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) spells. However, the damage 
  inflicted by the waylay must be removed from either the metal armor or expends the Armor 
  of the Dead, Mage Armor, or Spirit Armor. 
  An Endowed Magical Waylay is a special form of Waylay imparted through a Formal Magic 
  Ritual. It will waylay through any protection short of toughness or threshold. This will also 
  expend Armor of the Dead, Mage Armor, or Spirit Armor if the victim has one active. 
  Non-humanoid creatures that have no necks, (i.e. snake), or a creature whose head is too high 
  off of the ground to reach, (i.e. giant), are impossible to waylay. 
  Weapon Skills
  Weapon Skills
  Weapon Skills
  Weapon Skills    
  Prerequisite(s): None 
  The Weapon skill allows a character to use a particular type of weapon. For one-handed 
  weapons, a player may use the weapon in either hand. This skill allows the player to call the 
  base damage for that weapon (see Weapons section). The list below shows the different types 
  of weapons from which the character may choose: 
  Bow
  Bow
  Bow
  Bow    
  The Bow skill allows a character to use a standard bow (not more than 15lb pull) to 
  shoot a projectile made COMPLETLEY of foam. If a bow is used to block attacks or is 
  struck for damage while being held, it is rendered useless until reset or is repaired- 
  including magical or indestructible bows. Each proficiency in bow grants +2 damage 
  instead of +1 damage. Arrows can be 'seen', but spent arrows may be picked up 
  OOP during a hold - but a hold may not be called to pick up an arrow off the ground. 
  It is the player's responsibility to provide and keep track of his own arrows. Spent 
  arrows may only be picked up off the ground by the original owner (they cannot be 
  stolen). It is best to uniquely mark your arrows to prevent accidental mix-ups. 
  Crossbow
  Crossbow
  Crossbow
  Crossbow    
  The Crossbow skill allows a character to use a crossbow type device (not more than 
  15lb pull) to shoot a projectile made COMPLETLEY of foam. If a crossbow is used to 
  block attacks or is struck for damage, it is rendered useless until reset or repaired - 
  including magical or indestructible bows. Each proficiency in crossbow grants +2 
  damage instead of +1 damage. Bolts can be 'seen', but spent bolts may be picked up 
  OOP during a hold - but a hold may not be called to pick up a bolt off the ground. It 
  is the player's responsibility to provide and keep track of his own bolts. Spent bolts 
  may only be picked up off the ground by the original owner (they cannot be stolen). It 
  is best to uniquely mark your bolts to prevent accidental mix-ups. 
  One
  One
  One
  One----Handed Blunt
  Handed Blunt
  Handed Blunt
  Handed Blunt    
  The One-Handed Blunt weapon skill allows a character to use a blunt weapon, which requires 
  only one hand to wield. A blunt weapon deals no damage when used as a thrusting weapon. 
  
   
  134
  134
  134
  134    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  One
  One
  One
  One----Handed Edged
  Handed Edged
  Handed Edged
  Handed Edged    
  The One-Handed Edged skill allows the character to use an edged weapon, which requires 
  only one hand to wield. This skill includes a one-handed spear. 
  Polearm
  Polearm
  Polearm
  Polearm    
  The Polearm skill allows a character to use a polearm weapon. Polearms, by definition, require 
  two hands to wield. 
  Small Weapon
  Small Weapon
  Small Weapon
  Small Weapon    
  The Small Weapon skill allows a character to wield any small weapon. A small weapon is 
  defined as any weapon less than 24 inches in length, be it edged or blunt, and is used in close 
  combat. 
  Staff
  Staff
  Staff
  Staff    
  The Staff skill allows the character to fight using a staff, which must be wielded with both 
  hands. This skill does not confer the ability to use other Two-Handed Blunt weapons. The staff 
  may not be used as a thrusting weapon. 
  Thrown Weapon
  Thrown Weapon
  Thrown Weapon
  Thrown Weapon    
  The Thrown Weapon skill allows a character to use a weapon that must be thrown to do 
  damage. 
  This skill and an Endow (E,2)/Empower (C,1) spell are required for a character to throw a 
  boulder. Damage from a thrown boulder is three (3) points with an Endow/Empower and five 
  (5) points with a Greater Endow (E,4). 
  Two
  Two
  Two
  Two----Handed Blunt
  Handed Blunt
  Handed Blunt
  Handed Blunt    
  The Two-Handed Blunt weapon skill allows a character to use a blunt weapon that requires 
  both hands to wield. A blunt weapon deals no damage when used as a thrusting weapon. 
  Two
  Two
  Two
  Two----Handed Sword
  Handed Sword
  Handed Sword
  Handed Sword    
  The Two-Handed Sword skill allows a character to wield a two-handed sword only. Any other 
  edged weapon that requires two hands to wield is a polearm (see Polearm above) 
  Weapons Mastery
  Weapons Mastery
  Weapons Mastery
  Weapons Mastery    
  Prerequisite(s): None 
  Weapon mastery skills available are One-Handed Mastery, Two-Handed Mastery, and Missile 
  Mastery. These skills allow a character to pick up any weapon that the character's race can use 
  and wield it. These skills count as upgrades to their prior weapon skills, allowing the player to 
  use his proficiencies and slays for all weapons in the appropriate mastery group. If the 
  character purchases One and Two-handed Weapons Masteries, his proficiencies and slays 
  extend to include both groups. Proficiencies and slays do not transfer to Missile Mastery, they 
  must be learned independently. 
  Wear Extra Armor*
  Wear Extra Armor*
  Wear Extra Armor*
  Wear Extra Armor*    
  Prerequisite(s): None 
  The Wear Extra Armor skill increases a character's maximum number of Armor Points above 
  his normal class restrictions.  The character's maximum is increased by five for every time the 
  skill is purchased. Templars may not purchase this more than five times, Rogues four times and 
  scholars two times. 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    135
  135
  135
  135 
  KNOWLEDGE AND TRADE SKILLS 
      
  Armorsmit
  Armorsmit
  Armorsmit
  Armorsmith*
  h*
  h*
  h*    
  Prerequisite(s): None 
  The Armorsmith skill allows a character to repair up to five points of armor in the field for 
  each time the skill is purchased. Armor is repaired at the rate of five (5) points per minute. 
  This skill may be purchased no more than 20 times thus allowing a character to repair up to a 
  total of 100 points of armor per day. This skill will repair all armor including cloth and leather 
  armor. The Armorsmith skill once purchased up to level 5 will allow the character to repair 
  one destroyed weapon per spell rest. Purchasing level 10 will allow the character to repair two 
  weapons per spell reset. 
  Astrology
  Astrology
  Astrology
  Astrology    
  Prerequisite(s): Read and Write 
  The Astrology skill allows a character to earn a living as an astrologer or fortune-teller. One 
  can only learn one type of forecasting at a time; possession of one specialty does not confer 
  expertise in another. For example, if one chooses to be able to forecast by casting bones, one 
  cannot also read cards without buying the astrology skill again. 
  Astrologers are able to make predictions for characters and events. These can be useful for an 
  adventuring party that wishes to know if the "planets are in the correct alignment" for their 
  quest. 
  Although sometimes the Plot Committee may provide information relating to modules or 
  adventures with certain astrologers. This skill does not guarantee any special knowledge. 
  Craftsman (type)  
  Craftsman (type)  
  Craftsman (type)  
  Craftsman (type)      
  Prerequisite(s): None 
  The craftsman skills listed below are used for role-playing purposes only. They are here to help 
  players flesh out their characters. 
  No craft skill will ever give a character any extra in-game power nor do they provide any 
  information. If a character takes the historian skill, it is up to him to learn the in-game history. 
  If a character wishes to make a living in a craft, he must learn the appropriate craft skill. 
  Examples of craftsman skills include architect, artist, baker, bard, brewer, builder, butcher, 
  calligrapher, candle maker, carpenter, farmer, forester, historian, horse breeder, hunter, 
  jeweler, masseuse, merchant, potter, rug maker, sage (specific field of study), sailor, scout, 
  scribe, tactics, tailor, teacher, tracker, trader, and undertaker. 
  Disarm Trap
  Disarm Trap
  Disarm Trap
  Disarm Trap    
  Prerequisite(s): None 
  The Disarm Trap skill allows a character to attempt to disarm a trap. The player must 
  physically disarm the traps for this skill to work, but they may not even attempt a disarm 
  without the skill. If the trap goes off as the player attempts to disarm it, then the disarm 
  obviously fails, and the player will take the effect of the trap.  
   
   
   
   
  
   
  136
  136
  136
  136    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
      
  Evaluate Item
  Evaluate Item
  Evaluate Item
  Evaluate Item    
  Prerequisite(s): None 
  The Evaluate Item skill allows a character to determine the monetary value of in-game items. It 
  does not allow the character to determine whether or not the item is magical. 
  When a player purchases this skill, he will be given a list with codes for in-game monetary 
  values. Every in-game item should have a label on it with a code. The in-game value is 
  determined by locating the code on the list and reading off the monetary value next to it. This 
  list is out-of-play! 
  First Aid
  First Aid
  First Aid
  First Aid    
  Prerequisite(s): None 
  First Aid skill allows a character to bring a character that is unconscious or bleeding to death 
  back to 1 body (see Death vs. Unconsciousness in the Living and Dying section). To use this 
  skill, the character performing First Aid must be able to physically reach the unconscious or 
  dying character for 60 seconds. During this time, the character performing the First Aid may 
  not do anything else. If the character performing First Aid is interrupted, the one-minute 
  count begins again upon resumption of First Aid. Performing First Aid for at least 10 seconds 
  will allow the victim to start the one-minute count again thus keeping from reaching the dead 
  status.  
  Healing Arts
  Healing Arts
  Healing Arts
  Healing Arts    
  Prerequisite(s): First Aid and Read and Write 
  The Healing Arts skill allows a character to determine the health of another character (i.e. is 
  he diseased, poisoned, etc.) and how many Body Points the character is below his maximum 
  number of Body Points (not the character's maximum number of Body Points). To obtain this 
  information, the character with the Healing Arts skill must place his hand upon the character 
  being diagnosed and say "Healing Arts - What's your status?" It does not allow the character 
  to detect any Formal Magic effects on another character, and conscious characters may resist 
  this attempt. 
  This skill also allows a character to identify a potion after 10 seconds of study, but not a 
  poison or an alchemical solution. 
  Herbal Lore
  Herbal Lore
  Herbal Lore
  Herbal Lore    
  Prerequisite(s): Read and Write 
  The Herbal Lore skill allows a character to determine the presence of an alchemical solution, 
  but not a potion or poison. Once it has been determined that an alchemical solution is 
  present, this skill will allow the caster to identify the alchemical solution after 10 seconds. 
  Pick Locks
  Pick Locks
  Pick Locks
  Pick Locks    
  Prerequisite(s): None 
  The Pick Locks skill allows a character to attempt to pick a lock. This skill does not guarantee 
  he will succeed. The player must physically pick the lock with a set of lock picks. 
  If a player has a set of lock picks, but has not purchased the skill, then he will not be allowed 
  to attempt to pick the lock. See the Traps and Locks section for more information.  
  Poison Lore
  Poison Lore
  Poison Lore
  Poison Lore    
  Prerequisite(s): Read and Write 
  The Poison Lore skill allows a character to determine the presence of a poison this takes 10 
  seconds. Once it has been determined that a poison is present, this skill will allow the 
  character to identify the poison after another 10 seconds. 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    137
  137
  137
  137 
  Read and Write
  Read and Write
  Read and Write
  Read and Write    
  Prerequisite(s): None 
  The Read and Write skill allows a character to read and write. It does not give the character 
  the ability to decipher coded messages or foreign languages the player does not know. 
  However, it does give the character the ability to attempt to decode or translate such 
  messages. 
  Read Magic
  Read Magic
  Read Magic
  Read Magic    
  Prerequisite(s): Read and Write 
  The Read Magic skill allows a character to read Celestial Magic Scrolls. However, a character 
  may only cast spells that are no more than four levels higher than his highest Celestial Spell 
  Slot. Thus, if a character wanted to be able to cast a ninth level Celestial spell from a scroll, he 
  must have at least one fifth level Celestial Spell Slot. (See Scrolls in the Magic section) 
   
   
  MAGIC SKILLS  
  Spell Slots
  Spell Slots
  Spell Slots
  Spell Slots    
  The rules for acquiring the skill to cast a spell are different from the rules for acquiring other 
  skills in the game. When a character learns a first-level Spell Slot, he is expanding his mind to 
  memorize a first-level spell. Any first-level spell that is in his spell book may be memorized and 
  "stored" in this Spell Slot. Only one first-level spell may be stored in that Spell Slot per day. 
  Once the character has cast the spell, the Spell Slot remains empty until the next Spell-Reset, 
  at which time the character will study his spell book and memorize another first-level spell. 
  With this system, it is possible for a character to know all of the first-level spells (have them 
  written in his spell book) but have only one first level Spell Slot. In this case, the character 
  would have to choose which one of the first level spells he wants to memorize for the day. 
  However, if a character has more than one Spell Slot of a given level, he can fill them with any 
  combination of spells he knows of the given level. 
  The cost of spell slots for a school of magic is based on the level of the spell, and whether or 
  not a character has already learned spells from another school of magic. The first school a 
  character learns from becomes his primary magic; the second his secondary magic, etc. A 
  player should make sure he is looking at the proper list when consulting the skill chart. 
  Spe
  Spe
  Spe
  Spell Slot Purchase
  ll Slot Purchase
  ll Slot Purchase
  ll Slot Purchase    
  Spell Slots must be purchased in a Pyramidal Format for all three types of Celestial, all four 
  types of Earth Magic, and Rune Magic. Columnar Format for Celestial and Earth Formal 
  Magic Spells. 
  Pyramidal Fo
  Pyramidal Fo
  Pyramidal Fo
  Pyramidal Format (Celestial, Earth
  rmat (Celestial, Earth
  rmat (Celestial, Earth
  rmat (Celestial, Earth))))    
  When purchasing Spell Slots in this manner, the character must have two more Spell Slots of 
  the immediate lower level than the level of the Spell Slot he is purchasing. Also, a character 
  may only have two slots more than the number of slots on the level above it. The character's 
  highest level Spell Slots should always form a pyramid. 
  For example, Secklynn Nonamere, the Celestial Mage, has two first level slots. Since he has no 
  second level slots, he may not purchase any more first level slots because he is not allowed to 
  have any more than two slots more than the level above. However, since he does have two 
  slots more than the level above, he may purchase a second level spell. Eventually, Secklynn 
  Nonamere will be ready for his first ninth level slot. As with all skills, he needs a teacher, and 
  history will tell us that Secklynn was lucky enough to have his mentor Lann teach him. 
   
  
   
  138
  138
  138
  138    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  The following is the progression for learning spells in the Pyramidal format. 
   
  4th   0000 
  3rd   0 0
  0 0
  0 0
  0 0 
  2nd  0 0 0
  0 0 0
  0 0 0
  0 0 0 
  1st   0 0 0 0
  0 0 0 0
  0 0 0 0
  0 0 0 0    
   
  Once a character has learned four Spell Slots of a given level, he is not required to buy any 
  additional Spell Slots for that level. However, if a character wishes to learn more than four 
  Spell Slots of a given level he must have more than the number of slots on the level below the 
  given level and at least as many Spell Slots of the next higher level before the purchase of the 
  new slot. 
  For example, after a few events, Secklynn Nonamere now has five first-level slots, four second-
  level slots, three third-level slots, two fourth-level slots and a fifth-level slot. If he wishes to buy 
  a fifth second-level slot, he must first purchase a fourth third-level slot. This will give him as 
  many slots on the level above, third-level, as the level to be increased, second-level. Since he 
  already has as many first-level slots as he will have second-level slots, he may now purchase his 
  fifth second-level slot. 
  Columnar Format (Celestial and Earth Formal)
  Columnar Format (Celestial and Earth Formal)
  Columnar Format (Celestial and Earth Formal)
  Columnar Format (Celestial and Earth Formal)    
  When purchasing Spell Slots in this manner the character must have one and only one Spell 
  slot of the immediate lower level than the level of the Spell Slot that he is purchasing. 
   
  The following is the progression for learning spells in the Columnar format. 
   
  3rd 
  0000 
  2nd 
  0000 
  1st 
  0000    
   
  Celestial Formal Magic*
  Celestial Formal Magic*
  Celestial Formal Magic*
  Celestial Formal Magic*    
  Prerequisite(s): 9th Level Celestial Spell Slot 
  See Formal Magic in the Magic section. 
  Earth Formal Magic*
  Earth Formal Magic*
  Earth Formal Magic*
  Earth Formal Magic*    
  Prerequisite(s): 9th Level Earth Spell Slot 
  See Formal Magic in the Magic section. 
  Formal Mastery Skills
  Formal Mastery Skills
  Formal Mastery Skills
  Formal Mastery Skills    
  Prerequisite(s): 9th level Formal Magic 
  Alteration Mastery
  Alteration Mastery
  Alteration Mastery
  Alteration Mastery    
  Alteration Mastery allows the formal magic caster to half the casting time of any Alteration 
  Ritual he performs. Also allows them to invoke a one step shift with any Alteration Ritual he 
  participates with. 
  Construct Mastery
  Construct Mastery
  Construct Mastery
  Construct Mastery    
  Construct Mastery allows the formal magic caster to half the casting time of any Construct 
  Creation Ritual he performs. Also allows them to invoke a one step shift with any Construct 
  Ritual he participates 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    139
  139
  139
  139 
  Enchantment Mastery
  Enchantment Mastery
  Enchantment Mastery
  Enchantment Mastery    
  Enchantment Mastery allows the formal magic caster to half the casting time of any 
  Enchantment Ritual he performs. Also allows them to invoke a one step shift with any 
  Enchantment Ritual he participates 
  Necromantic Mastery
  Necromantic Mastery
  Necromantic Mastery
  Necromantic Mastery    
  Necromantic Mastery allows the formal magic caster to half the casting time of any 
  Necromantic Ritual he performs. Also allows them to invoke a one step shift with any 
  Necromantic Ritual he participates 
  Summoning Mastery
  Summoning Mastery
  Summoning Mastery
  Summoning Mastery    
  Summoning Mastery allows the formal magic caster to half the casting time of any Summoning 
  Ritual he performs. Also allows them to invoke a one step shift with any Summoning Ritual he 
  participates 
  Note: The Formal Mastery skills do not add in addition to special scrolls or circles. The player 
  cannot benefit from both. And must choose which he uses before casting the ritual. 
  Magic Spell Slot 
  Magic Spell Slot 
  Magic Spell Slot 
  Magic Spell Slot ---- Celestial*
   Celestial*
   Celestial*
   Celestial*    
  Prerequisite(s): Read Magic 
   
  This skill allows the casting of Celestial spells from memory. 
  Magic Spell Slot 
  Magic Spell Slot 
  Magic Spell Slot 
  Magic Spell Slot ---- Earth*
   Earth*
   Earth*
   Earth*    
  Prerequisite(s): Healing Arts 
  This skill allows the casting of Earth spells from memory. See the section on Spell Slots 
  at the beginning of the Skills section. 
  Magic Spell Slot 
  Magic Spell Slot 
  Magic Spell Slot 
  Magic Spell Slot ---- Rune*
   Rune*
   Rune*
   Rune*    
  Prerequisite(s): Rune Lore 
  This skill allows the character to learn to inscribe Runes from memory. See the section 
  on Spell Slots at the beginning of the Skills section. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  140
  140
  140
  140    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
   
  PRODUCTION SKILLS 
  A
  AA
  Alchemy*
  lchemy*
  lchemy*
  lchemy*    
  Prerequisite(s): Herbal Lore 
  The Alchemy skill allows a character to manufacture alchemical compounds. You get one 
  production point per level of Alchemy that you have purchased. See the Alchemy section for 
  the list of alchemical solutions and costs to make, as well as rules for creating and using them.  
  Create Poison*
  Create Poison*
  Create Poison*
  Create Poison*    
  Prerequisite(s): Poison Lore 
  The Create Poison skill allows the character to concoct solid, liquid, and gaseous poisons. You 
  get one production point per level of Create Poison that you have purchased.  See the Poison 
  section for the list of poisons and the costs to make each, as well as rules for using them. 
  Create Potion* 
  Create Potion* 
  Create Potion* 
  Create Potion*     
  Prerequisite(s): Ability to cast the spell that creates the Potion  
  The Create Potion skill allows a character with Earth spell-casting ability to manufacture 
  potions that duplicate the effects of spells that he can actually cast. You get one production 
  point per level of Create Potion that you have purchased. The production point cost for 
  potions is at the rate of 1 per level of the potion and a 1/2 silver per level of the potion being 
  created. Refer to the Earth Spell description pages in the Magic section for information on 
  spells that can be made into potions. 
  Create Scroll* 
  Create Scroll* 
  Create Scroll* 
  Create Scroll*     
  Prerequisite(s): Ability to cast the spell that creates the Scroll  
  The Create Scroll skill allows a character with Celestial spell-casting ability to manufacture 
  scroll that duplicate the effects of spells that he can actually cast. You get one production 
  point per level of Create Scroll that you have purchased. The production point cost for scrolls 
  is at the rate of 1 per level of the scroll and a 1/2 silver per level of the scroll being created. 
  Refer to the Celestial Spell description pages in the Magic section for information on spells 
  that can be made into scrolls. 
  Create Trap*
  Create Trap*
  Create Trap*
  Create Trap*    
  Prerequisite(s): Disarm Trap 
  The Create Trap skill allows a character to create and set traps. You get one production point 
  per level of Create Traps that you have purchased. See the Traps section for the list of traps 
  and costs to make each. This skill also allows a character to set any trap. 
   
   
  ABILITIES 
  Animal Empathy
  Animal Empathy
  Animal Empathy
  Animal Empathy    
  Prerequisite(s): Druid or 10th Level Ranger 
  Animal Empathy is not a skill but an ability of a Druid class mage or a Ranger of 10th level and 
  above. This makes all woodland creatures treat them as a friend, they will not attack the 
  character unless provoked or attacked. This does not however allow the character to 
  communicate with them. 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    141
  141
  141
  141 
      
  Bravery
  Bravery
  Bravery
  Bravery    
  Prerequisite(s): 10th level Dark Knight or Knight 
  This ability allows the Knight or Dark Knight of 10th level and higher to be completely immune 
  to the effects of Fear and Terror. 
  Iron Grasp
  Iron Grasp
  Iron Grasp
  Iron Grasp    
  Prerequisite(s): +2 Proficiency/Warrior Class only 
  The Iron Grasp skill allows the warrior to resist the effects of disarming and fumbling magics 
  once per every time this skill is purchased. 
  Lay on Hands
  Lay on Hands
  Lay on Hands
  Lay on Hands    
  Prerequisite(s): Dark Knights or Knights 
  The Lay on Hands ability allows the Dark Knight or Knight to heal someone of wounds and 
  take the wounds upon himself. The character can only heal up to his last body point, and must 
  transfer his body tags to the healed character. This healing only heals those that are bleeding 
  to death or are wounded, this has no effect on a character that has been killing blown. (see 
  living and dying section) 
  Gypsy Curse* 
  Gypsy Curse* 
  Gypsy Curse* 
  Gypsy Curse*     
  Prerequisite(s): Gypsy 
  The Gypsy Curse skill allows a character that is a Gypsy to place a limited curse on another 
  character according to the Gypsy code, available only to Gypsy characters. A Gypsy Curse 
  may only be cast with a Gypsy's dying breath - a rather unfortunate occurrence. The curse 
  lasts until the cursed character dies and is resurrected, or the curse is removed by the Gypsy 
  Bandolier or the Gypsy that cursed them. A gypsy may not have more than one curse active 
  at one time. If he already has an active curse, then he cannot impose another one. 
  1st Can not lie to any gypsy 
  2nd Stutter (does not affect spell casting) 
  3rd Fumble Fingers (does  not effect combat) 
  4th Can not initiate an attack on any gypsy 
  5th Disease Can not run nor use the Dodge skill 
  6th Weakness as per spell 
  7th Curse as per spell 
  8th Charmed to all gypsies as per spell 
  9th Cursed person has –2 strength, can’t run and has half body 
  10th Cursed person will die in one hour and can’t be revived 
  Resist Charm*
  Resist Charm*
  Resist Charm*
  Resist Charm*    
  Prerequisite(s): All Elven Races, Unseelie 
  The Resist Charm skill allows a character to resist any charm spell, potion, or poison as many 
  times per day as he has purchased the skill. This also includes the Love Potions, Vampyric 
  Charm, and the Earth spell Friendship (E,7). 
  If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he 
  wishes to resist the spell, gas, or poison. One can also pretend to be charmed and say "Resist" 
  at a later time. 
   
   
  
   
  142
  142
  142
  142    ---- Character Creation at 
   Character Creation at 
   Character Creation at 
   Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Resist Charm/Charm Break*
  Resist Charm/Charm Break*
  Resist Charm/Charm Break*
  Resist Charm/Charm Break*    
  Prerequisite(s): Wood Elf 
  The Resist Charm/Charm Break skill allows a character to resist any charm spell, potion, or 
  poison as many times per day as he has purchased the skill. This also includes the Love 
  Potions, Vampyric Charm, and the Earth spell Friendship (E,7). 
  If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he 
  wishes to resist the spell, gas, or poison. One can also pretend to be charmed and say "Resist" 
  at a later time. 
  This skill also allows a character to break a charm on another character. The character with 
  this skill must talk with the charmed character for 15 seconds undisturbed, at which time, the 
  character breaking the charm takes one Body Point of damage and the charmed character is 
  no longer charmed. 
  Resist Confining *
  Resist Confining *
  Resist Confining *
  Resist Confining *    
  Prerequisite(s): Confinist  
  The Resist Confining skill allows a Confinist Mage to resist any confining spell or effect, as 
  many times per day as he/she has purchased the skill. This includes but is not limited to the 
  following spells, Bind (E,5), Entangle (D,3), Imprision (C,8), Physical Web, Pin (E,2), Snare 
  (C,4) and Trap (C,3). 
  This skill can be purchased once when the Confinist learns his first 6th level confining spell slot, 
  again when he learns his first 9th level confining spell slot, and finally when he achieved a 4 
  column of Confinist spells. It can be purchased a maximum of 3 times. 
  If a player with this skill is hit with one of the aforementioned spells, he/she should say 
  "Resist" if he/she wishes to resist the spell. 
  Resist Di
  Resist Di
  Resist Di
  Resist Disease*
  sease*
  sease*
  sease*    
  Prerequisite(s): Dwarves, Hobling, Wilders 
  The Resist Disease skill allows a character to resist any disease spell or effect, potion, poison, 
  or monster effect as many times per day as he has purchased the skill. 
  If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he 
  wishes to resist the spell, gas, or poison. 
  Resist Elemental *
  Resist Elemental *
  Resist Elemental *
  Resist Elemental *    
  Prerequisite(s): Elementalist or Fendari 
  The Resist Elemental skill allows an Elementalist Mage to resist any Elemental spell or effect, as 
  many times per day as he has purchased the skill. 
  This skill can be purchased once when the Elementalist learns his first 6th level elemental spell 
  slot, again when he learns his first 9th level elemental spell slot, and finally when he achieved a 
  4 column of elementalist spells. It can be purchased a maximum of 3 times. Fendari can 
  purchase this skill at anytime but are restricted to a maximum of 3. 
  If a player with this skill is hit with one of the aforementioned spells or attacks, he should say 
  "Resist" if he wishes to resist the spell. 
  Resist Emotion*
  Resist Emotion*
  Resist Emotion*
  Resist Emotion*    
  Prerequisite(s): Drae, Stone Elf 
  The Resist Emotion skill allows a character to resist any emotion-based attack as many times 
  per day as he has purchased the skill. This includes, but is not restricted to, the emotions of 
  Fear (E,3), Terror (monster attack), and Berserk, Charm, Love or Love 9. (poisons). 
  If a player with this skill is hit with a gas or spell, or ingests a poison or potion which provokes 
  an emotional response, he should say "Resist" if he wishes to resist the gas, poison, potion or 
  spell. He can also pretend to be affected by the gas, poison, potion or spell and say "Resist" at 
  a later time. 
  
  Character Creation at 
  Character Creation at 
  Character Creation at 
  Character Creation at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    143
  143
  143
  143 
  Resist Healing/Curing *
  Resist Healing/Curing *
  Resist Healing/Curing *
  Resist Healing/Curing *    
  Prerequisite(s): Dark Knights  or Necromancers  
  The Resist Healing skill allows a character to resist any Healing or Curing spell, as many times 
  per day as he has purchased the skill. This includes all healing based spells, but does not 
  include the Life (E,9) or Revive (H,9) spells. 
  This skill can be purchased once when the necromancer learns his first 6th level necromantic 
  spell slot, again when he learns his first 9th level necromantic spell slot, and finally when he 
  achieved a 4 column of necromantic spells. It can be purchased a maximum of 3 times. 
  Dark Knights may purchase one at 5th level, 10th and 15th level. 
  If a player with this skill is hit with one of the aforementioned spells, he should say "Resist" if 
  he wishes to resist the spell. 
  Resist Necromancy/Chaos *
  Resist Necromancy/Chaos *
  Resist Necromancy/Chaos *
  Resist Necromancy/Chaos *    
  Prerequisite(s): Knight or Healer  
  The Resist Necromancy skill allows the character to resist any Necromantic or Chaos spell, as 
  many times per day as he has purchased the skill. This includes all Necromantic based spells, 
  but does not include Death (E,9), or Imbue Death (N,9) spells. 
  This skill can be purchased once when the healer learns his first 6th level healer spell slot, again 
  when he learns his first 9th level healer spell slot, and finally when he achieved a 4 column of 
  healer spells. It can be purchased a maximum of 3 times. 
  Knights may purchase one at 5th level, 10th and 15th level. 
  If a player with this skill is hit with one of the aforementioned spells, he should say "Resist" if 
  he wishes to resist the spell. 
  Resist Sleep*
  Resist Sleep*
  Resist Sleep*
  Resist Sleep*    
  Prerequisite(s): All Elven Races, All Faeries 
  The Resist Sleep skill allows a character to resist any sleep spell, potion, or poison as many 
  times per day as he has purchased the skill. This includes the Celestial spell Trance (C,5). 
  If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he 
  wishes to resist the spell, gas, or poison. He can also pretend to be asleep and say "Resist" at a 
  later time. 
  Resist Toxin*
  Resist Toxin*
  Resist Toxin*
  Resist Toxin*    
  Prerequisite(s): Dark Dwarf, Sea Elf, or Gnome 
  The Resist Toxin skill allows a character to resist any toxin-based attack as many times per day 
  as he has purchased the skill. 
  If a player with this skill is hit with a gas or has ingested a poison, he should say "Resist" if he 
  wishes to resist the gas or poison. One can also pretend to be affected by the gas or poison 
  and say "Resist" at a later time. 
   
  
   
  CChhaarraacctteerr  DDeevveellooppm
  meenntt  
  aatt  SSOOLLAARR  
  
  Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    145
  145
  145
  145 
  GAINING NEW SKILLS 
  EXPERIENCE POINTS 
  In SOLAR
  SOLAR
  SOLAR
  SOLAR, Experience Points (EPs — pronounced as "eeps") equate with money (one silver 
  piece equals one Experience Point).  
  EPs may be obtained by a few different methods: 
  Monsters carry money with them to give to players after the player kills them. The amount of 
  money found on an individual monster is based on its abilities and Hit Points. The more 
  powerful the monster, the more EPs it will be carrying. 
  Trading services and goods to other players, such as casting healing or selling scrolls, can earn 
  you money, which you may use as experience. 
  Completing a module, either through the Adventurers' Guild or by stumbling upon one, will 
  earn you EPs.  In SOLAR
  SOLAR
  SOLAR
  SOLAR, a module is an adventure run for a small group of people, whose 
  theme and difficulty is based on the characters in the group.  The experience earned on a 
  module will usually be given to you in the form of an EP Chit, which is a tag with the number 
  of EPs and the authorizing symbols or signatures for that event. These chits are out-of-game 
  and cannot be stolen. 
  Thieving (or "re-appropriation" if you prefer) can earn you coin or items that can be sold for 
  profit.  A good thief can pick someone's pocket or relieve someone of a pouch or weapon. 
  Killing another player character is another source of experience. The experience gained by 
  killing a PC is equal to the level of the PC. Thus if a player kills a 10th level character that 
  player will receive 10 EPs. The attacker must turn in the Life Ticket of the slain character to 
  gain those EPs. This ticket is considered Out-of-play and cannot, therefore, be stolen or seen. 
  However, if the slain character is searched, there is the possibility of gaining more EPs by way 
  of the character's money or possessions. 
  EPs may be also be awarded for extraordinary role-playing, so don't miss those role-playing 
  moments. 
  GOBLIN POINTS 
  Goblin Points is a term for “work points” and are given to players who help out the game by 
  volunteering their time for SOLAR
  SOLAR
  SOLAR
  SOLAR. Goblin Points may be converted to Build Points (max 3 
  build a month per player), buying extra lives for a character, the purchase of potions, or 
  scrolls, etc. 
  A character may spend up to a maximum of 90 goblin points per month converting build for 
  another player. 
  You can earn goblin points in a number of ways, some examples are: Monstering, Helping out 
  in the tavern preparing meals for the weekend, helping SOLAR
  SOLAR
  SOLAR
  SOLAR staff with the logistics tables 
  for check-in and spell reset, monstering (which is always fun), helping SOLAR
  SOLAR
  SOLAR
  SOLAR staff clean the 
  site after the event is over, turning in spell packs (which are always needed), donating 
  approved props or costuming to the plot committee. 
  BUILD POINTS 
  Build Points (BPs) are used to buy skills for a character and to determine a character's level. 
  All characters start at level 3.0 with 30 Build Points (BPs). More BPs may be obtained by 
  turning in Experience Points (EPs). The amount of EPs required for one BP is determined by a 
  character's level. At third level, 7 EPs are required for 1 BP, while at tenth level, 56 EPs are 
  required for 1 BP. 
  A character's level also determines the maximum amount of BPs a player may spend on that 
  character each month. The Build Cap is the maximum number of BPs that may be converted 
  
   
  146
  146
  146
  146    ––––    Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  from EPs per month. A third level character may convert up to 9 BPs a month whereas a 
  tenth level character can only convert up to 4 BPs per month. 
  The chart following the Build Blanket description lists, by level, the amount of BPs, required 
  for each level, the EP to BP conversion, and the BP Cap. 
  BUILD BLANKET 
  If a player does not turn in any Experience Points for his character at an event, the player may 
  still receive Build Points from his Build Blanket (see build/level chart below for blanket 
  amount, it varies per level).  
   
  Level
  Level
  Level
  Level    
  Build 
  Build 
  Build 
  Build 
  Earned
  Earned
  Earned
  Earned    
  Experience Points 
  Experience Points 
  Experience Points 
  Experience Points 
  Needed per Build
  Needed per Build
  Needed per Build
  Needed per Build    
  Build 
  Build 
  Build 
  Build 
  Cap
  Cap
  Cap
  Cap    
  Build 
  Build 
  Build 
  Build 
  Blanket
  Blanket
  Blanket
  Blanket    
  3 
  30-39 
  7 
  9 
  8 
  4 
  40-49 
  11 
  8 
  7 
  5 
  50-59 
  16 
  8 
  7 
  6 
  60-69 
  22 
  7 
  6 
  7 
  70-79 
  29 
  6 
  5 
  8 
  80-89 
  37 
  6 
  5 
  9 
  90-99 
  46 
  5 
  4 
  10 
  100-109 
  56 
  4 
  3 
  11 
  110-119 
  67 
  4 
  3 
  12 
  120-129 
  79 
  3 
  2 
  13 
  130-139 
  92 
  3 
  2 
  14 
  140-149 
  106 
  3 
  2 
  15 
  150-159 
  121 
  3 
  2 
  16 
  160-169 
  137 
  3 
  2 
  17 
  170-179 
  154 
  3 
  2 
  18 
  180-189 
  172 
  3 
  2 
  19 
  190-199 
  191 
  3 
  2 
  20 
  200-209 
  211 
  3 
  2 
  21 
  210-219 
  232 
  3 
  2 
  22 
  220-229 
  254 
  3 
  2 
  23 
  230-239 
  277 
  3 
  2 
  24 
  240-249 
  301 
  3 
  2 
  25 
  250-259 
  326 
  3 
  2 
   
  In order to obtain his Build Blanket, a player must turn in the following at the end of the 
  event: 
  Paid Ticket - shows that the player has paid for the event 
  Signed Monster Chit - each player is required to monster for at least two hours during the 
  event, or working 4 hours in the tavern or logistics. Once a player has worked his required 
  hours, the appropriate marshal will sign the player's Work Chit 
  Life Ticket or Resurrection Tag - shows that player still has his life. 
  By turning in these items without any EPs, a player will receive his build blanket provided he 
  plays for at least half of the event. If a player only gets enough EPs to match his build blanket, 
  then it is better for that player to hold on to the money and take his Build Blanket. 
  
  Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    147
  147
  147
  147 
  CHARACTER HISTORY 
  Once a player has decided the physical appearance and personality of the character, it is time 
  to create a past. A player might wish to play his character a few events before actually writing 
  down the character's history. Still, one should have a relatively good idea of the character. For 
  instance, the character should have a reason for coming to town and an idea of the types of 
  people with whom he is looking to associate. Below is a list of a few basic questions that will 
  allow a player to begin a character history. This is by no means an exhaustive list. 
   
  When was the character born? 
  Where was he born 
  Who were his parents? 
  Does he have any siblings? 
  Was he raised by his natural parents? 
  Where was he raised? 
  What cultural background does he have? 
  Was he a member of any groups? 
  Who are his friends? 
  Who are his enemies? 
  How much does the character actually know about his history? 
   
  Once the character history is formed in a player's head, it should be written down and turned 
  in to Plot. Plot may decide to change things for game balance. Also, the more loose ends a 
  player leaves in his history, the better chance that player will have of Plot picking up on one or 
  two of them.  
  A few other words of advice on getting Plot interested in your character: First, remember, if 
  they have a hard time reading your history, they probably won't. Try typing it in an easily 
  legible typeface. Second, don't go on and on; make some facts and points and then leave it. 
  The facts might be important to you and help flesh out a character, but a twenty-page history 
  is likely to be left unopened. 
  Finally, don't hope to give yourself all sorts of powers and to be the unknown bastard child of 
  some royalty or particularly evil creature. Stuff like this is very tedious and common, and 
  we've seen it plenty of times before. Try to truly be unique. A well thought out Human can 
  be infinitely better than a stereotyped Drae. 
   
  
   
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  148    ––––    Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  EQUIPPING YOUR CHARACTER 
  WEARING ARMOR 
  Armor Regions
  Armor Regions
  Armor Regions
  Armor Regions    
  For purposes of armor rating, the body is broken into 12 locations:  
  • Head 
  • Neck 
  • Torso (assumes coverage on front and back) 
  • Right Upper Arm (including shoulder)  
  • Right Lower Arm (including hands) 
  • Left Upper Arm (including shoulder)  
  • Left Lower Arm (including hands) 
  • Right Upper Leg 
  • Right Lower Leg 
  • Left Upper Leg 
  • Left Lower Leg 
  • Joint Articulation (Elbows and Knees) 
      
  ARMOR RATINGS FOR TORSO REGION 
   
  ARMOR RATINGS FOR HEAD REGION 
  MATERIAL 
  POINTS  
  MATERIAL 
  POINTS 
  Padded Armor, Gambeson, Fake Leather 
  6 
   
  Leather Helm/Coif 
  2 
  Soft Leather 
  10 
   
  Regular Chain Coif 
  6 
  Studded Soft Leather 
  12 
   
  Small Chain Coif 
  7 
  Boiled/Hardened Leather 
  18 
   
  Micro Mail Coif 
  8 
  Studded Hard Leather 
  20 
   
  Half Helm Plate 
  6 
  Ring Mail 
  18 
   
  Full Helm Plate 
  10 
  Regular Chain 
  24 
   
   
   
  Small Chain 
  28 
   
  ARMOR RATINGS FOR NECK AND LIMBS 
  Micro Mail 
  32 
   
  MATERIAL 
  POINTS 
  Non-Metal Breast Plate 
  20 
   
  Soft Leather 
  1 
  Non-Metal Brigandine  
  18 
   
  Studded Leather, Hard Leather 
  2 
  Light Metal Brigandine w/ Cloth 
  24 
   
  Chain Mail, Non-metal Plate 
  3 
  Light Metal Brigandine w/ Leather 
  26 
   
  Plate 
  4 
  Med. Metal Brigandine w/ Cloth 
  28 
   
   
   
  Med. Metal Brigandine w/ Leather 
  30 
   
  OTHER ARMOR RATINGS 
  Heavy Metal Brigandine w/ Cloth 
  32 
   
  CONDITION 
  POINTS 
  Heavy Metal Brigandine w/ Leather 
  34 
   
  Costume Only 
  5 
  Light Metal Breast Plate or Scale 
  28 
   
  Articulated Joint (Elbow or Knee) 
  1 
  Medium Metal Breast Plate or Scale 
  32 
   
  Master Crafted Armor (Each Piece) 
  +10% 
  Heavy Metal Breast Plate or Scale 
  45 
   
  Torso Covered on One Side Only (Each Piece) 
  -50% 
  Layering Armor 
  Layering Armor 
  Layering Armor 
  Layering Armor     
  Only fighter classes may layer armor.  Any fighter may wear a maximum of 2 layers of armor 
  on the torso and head. Each layer must qualify and be worn as a separate suit of armor. The 
  strongest layer receives full armor points, and the armor points of the second strongest layer 
  are halved. If there are multiple layers on the neck or limbs only the strongest layer will be 
  counted.  
  Joint Articulation
  Joint Articulation
  Joint Articulation
  Joint Articulation    
  Joint Articulation must be made of a rigid material. One point of armor is granted for each 
  articulated joint to a maximum of 4 points total. To count, joint articulation must be attached 
  to the armor on either side. 
  
  Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    149
  149
  149
  149 
  Fake Armor Material
  Fake Armor Material
  Fake Armor Material
  Fake Armor Material    
  Fake leather is authorized, but is considered the same rating as padded armor. Plastic plates, 
  PVC, or any other similar material cannot be used to simulate metal plate mail, but can be 
  used to simulate bone, wood, or any suitable material. Any armor fashioned with these type 
  plates will be rated as non-metal plate.  
  Armor Maximums
  Armor Maximums
  Armor Maximums
  Armor Maximums    
  The Max
  Max
  Max
  Maximum Armor Points
  imum Armor Points
  imum Armor Points
  imum Armor Points that can be accumulated using the system above is 140
  140
  140
  140.   
   
  MAKING YOUR OWN WEAPONS 
  As stated elsewhere, safety is the foremost concern of SOLAR
  SOLAR
  SOLAR
  SOLAR. Because of this, weapons must 
  be constructed to the exact specifications presented below. But even if a weapon is properly 
  constructed, the possibility still exists of causing injury if the weapon is not used correctly. 
  Weapon construction is a skill all in itself, and it is likely that a player's first few attempts at 
  constructing weapons will not pass the safety inspection. For this reason, SOLAR
  SOLAR
  SOLAR
  SOLAR has weapons 
  that are available for new players' use. 
  Materials List
  Materials List
  Materials List
  Materials List    
  • ½" or 3/4" PVC pipe (400 psi/schedule 40 for lengths over 44 inches) 
  • 5/8" thick pipe foam (the wall of the foam MUST be 5/8" thick) 
  • Open cell foam rubber. 
  • Duct or Gaff tape 
  • PVC pipe-cutter or hack saw 
  • Knife, razor blade or scissors to cut foam 
  • Electrical tape for the cross piece, grip and pommel (Optional) 
  All of these materials can be purchased at most hardware stores. The most difficult to find 
  might be the pipe foam. Due to the climate in the Southeast, most places only carry pipe foam 
  with a 3/8" thick wall. Players should check with other players to find out where to get the 
  proper pipe foam. 
  Weapon Safety Requirements
  Weapon Safety Requirements
  Weapon Safety Requirements
  Weapon Safety Requirements    
  Many different types of weapons can be made to simulate medieval weapons and SOLAR
  SOLAR
  SOLAR
  SOLAR 
  encourages players to experiment, provided the weapons adhere to the basic safety rules. A 
  player should not be put-off by an experimentation that did not pass inspection. 
  All thrusting tips must have two (2) to three (3) inches of open-cell foam padding.  Any less, 
  and someone might get stabbed by the PVC; any more, and it is likely to break off during 
  combat. 
  Any portion of a weapon that may come in contact with another player must be padded with 
  pipe foam. This includes the blade area of a weapon (i.e., sword, dagger, etc.), as well as a 
  good portion of the shaft of a pole arm. 
  All weapons must be fairly rigid so they do not whip when swung quickly. This is especially 
  important with pole arms. When making pole arms, thicker PVC pipe should be used. The 
  thickness of the PVC is denoted by the amount of pressure it can hold (P.S.I.) or by the 
  "Schedule" of PVC. The higher the number, either P.S.I. or Schedule, the thicker the PVC. 
  All foam on a weapon must have some give when it makes contact. If not, the weapon will hit 
  too hard. Some common mistakes that lead to this are: 
  • Using foam with a smaller diameter than the pipe.  If the foam diameter is too 
  small, it can be split and a smaller piece of foam can be padded to make it fit. 
  
   
  150
  150
  150
  150    ––––    Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  • Taping the foam too tightly or spiral taping the foam.  All weapons should be 
  taped lengthwise. This decreases the chance of compacting the foam and uses 
  the least amount of tape. 
  All pipe foam should slide easily over the pipe, yet fit snuggly enough to keep the weapon 
  from rattling if shaken. 
  In combat, it is possible for any part of the weapon, including the pommel and cross guard, to 
  strike an opponent, so all ends and tips must be padded and taped. It is permissible to use 
  electrical tape on the areas that will not normally contact someone. 
  Weapons Guidelines
  Weapons Guidelines
  Weapons Guidelines
  Weapons Guidelines    
  The chart below lists all the pertinent dimensions for each weapon in inches. The blade length 
  of a weapon is measured from the top of the crosspiece to the end of the thrusting tip. Players 
  should remember to keep the length of the thrusting tip in mind when cutting the PVC for a 
  weapon. 
   
  Blade Length 
  Overall Length 
   
  Weapon 
  Min 
  Max 
  Min 
  Max 
  Damage 
  Dagger 
  8 
  17 
  12 
  24 
  1 
  Thrown Weapon 
  12 
  18 
  - 
  - 
  1 
  Shortsword 
  18 
  24 
  26 
  32 
  2 
  Longsword 
  25 
  36 
  34 
  44 
  2 
  Hammer, Mace 
  18 
  * 
  26 
  44 
  2 
  Axe 
  12 
  18 
  26 
  44 
  2 
  Staff 
  - 
  - 
  60 
  72 
  2 
  Javelin             
  - 
  - 
  36 
  36 
  2 
  Spear 
  8 
  8 
  48 
  66 
  2 
  Polearm 
  18 
  24 
  60 
  72 
  4 
  Two Handed Sword          
  40 
  48 
  50 
  62 
  5 
  Two Handed Blunt 
  18 
  * 
  48 
  62 
  5 
  Bow/Crossbow               
  - 
  - 
  - 
  - 
  6 
  *See Notes below 
  Specific Weapon Notes
  Specific Weapon Notes
  Specific Weapon Notes
  Specific Weapon Notes    
  Bows and crossbows may not have more than a 15 pound pull and the arrows/bolts must be 
  made entirely of foam. For safety reasons, bows must be padded. If a bow is used to block 
  attacks or is struck for damage, it is rendered useless until repaired. This includes magical or 
  indestructible bows. Bows, not arrows, are enchanted with damage auras and/or spellstrikes. 
  Flails, Morning Stars or any other weapon that has multiple parts attached by chains, rope, 
  wire, etc. are not allowed. 
  Javelins are made of three (3) feet of pipe foam and no pipe. Weights may be placed in the 
  end. A thrusting tip is required. 
  Polearms must be made with 3/4" PVC and may be reinforced by placing a ½' piece of PVC 
  inside to prevent whipping. They must be padded at least 20 inches below the head, which 
  must itself be at least 18 inches long and increased in thickness with open cell foam. 
  Spears must be made with 3/4" PVC. They are one-handed thrusting weapons only and may 
  not be thrown. The unpadded handgrip area may not start more than a foot from the butt of 
  the weapon and must be between 12 and 18 inches long. A player who is hit with any part of 
  the weapon other than the eight (8) inch head takes no damage. The spear is only allowable as 
  a solitary weapon and may not be used with any other weapon combination, nor with a shield. 
  
  Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    151
  151
  151
  151 
  Staves must be made with 3/4" PVC and wielded with both hands in the middle three (3) 
  feet. Foam padding is used on all areas except the middle section for the hands. The ends 
  must also have padded thrusting tips at each end. Sweeping swings are not allowed. Staves can 
  be used as a blocking weapon with the use of one hand only, but as mentioned above any 
  attack done with a staff must be done with both hands. 
  Thrown Weapons
  Thrown Weapons
  Thrown Weapons
  Thrown Weapons, Arrows and Crossbowbolts
  , Arrows and Crossbowbolts
  , Arrows and Crossbowbolts
  , Arrows and Crossbowbolts may only be made completely out of pipe and 
  open cell foam, no PVC. Thrown weapons may be of any shape and size, but the longest 
  dimension cannot exceed 18 inches; the minimum length is eight (8) inches. Thrown rocks 
  must have at least a four (4) inch diameter.  
  Two Handed Swords must be wielded with both hands at all times, even while blocking. 
  Players are encouraged to be creative with their weapon designs. Any weapon not mentioned 
  above must be approved by game officials, and the required skill learned before it comes into 
  play. Think ‘safety first.' 
  Weapon Coloring and Decoration
  Weapon Coloring and Decoration
  Weapon Coloring and Decoration
  Weapon Coloring and Decoration    
  Weapons may be decorated in a number of ways, but there are certain colorings that denote 
  special kinds of weapons made from specific materials. All weapons must conform to the 
  following color restrictions: 
  Weapon 
  Color 
  Standard  
  Gray 
  Steel  
  Gray 
  Wood  
  Brown 
  Gold  
  Gold 
  Silver  
  Silver or gray 
  Mithral 
  White 
  Poison  
  Green 
  Flame  
  Red Approved Magic items ONLY 
  Cold  
  Blue Approved magic items ONLY 
  Adamantine Black 
  Monster* 
  purple 
  * Monster weapons do not have to be purple, but all purple weapons are monster weapons. 
  Monster weapons are not usable by players' characters. 
  Note that unless purchased in-game, a character cannot construct a weapon of any type of 
  material other than the standard, normal, steel or wood. Weapons of these special types must 
  also have the appropriate tag attached to them. 
  Specific Weapon Material Notes 
   Silver: calls "Silver" damage. Can be shattered. 
   Gold: calls "Gold" damage. Cannot be shattered. 
   Mithral: calls "Silver" or "Mithral" damage. Cannot be shattered. 
   Adamantine: calls "Silver" or "Adamantine" damage. Cannot be shattered. 
   Magic: Players do not have to call "Magic" damage with a magic sword if they do not wish to 
  unless otherwise instructed by Plot. 
   
   
   
   
  
   
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  152    ––––    Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  Making a Sword
  Making a Sword
  Making a Sword
  Making a Sword    
  Having presented all of the rules for constructing weapons, it is time for an example. The 
  example will be of the most popular weapon in SOLAR
  SOLAR
  SOLAR
  SOLAR — the Longsword. This Longsword 
  will be constructed to maximum length with a maximum length blade. 
  As noted above, the maximum length of a Longsword is 44". To allow for the 3-inch 
  thrusting tip, the PVC is cut to a length of 41". Once cut, each end of the PVC is taped 
  closed with Duct Tape to reduce wear on the foam. 
  The pipe foam is cut next. The maximum blade length for a Longsword is 36". The foam is 
  cut to a length of 34". The foam is then slid over the PVC leaving an overhang of one inch at 
  the top of the blade. This one-inch hole is filled in with scrap open cell foam, packed semi-
  tightly. 
  A 2-inch square piece of open cell foam is then cut for the thrusting tip. 
  The Duct Tape is unrolled about 40" and laid sticky-side up on a table. Once done, the sword 
  is placed on the tape allowing 1-1 ½" to overhang at the bottom of the blade. After the 
  sword has been properly placed on the tape, the 2-inch square foam tip is gently pressed 
  against the top of the sword blade and then against the tape. The tape is then unrolled about 
  another 40" and laid on the top of the sword. The tape is cut to allow 1-1 ½" to overhang 
  the bottom of the sword. The tape is then pressed gently against the pipe foam without 
  causing wrinkles in the tape. The two overhangs are pressed against the PVC to hold the pipe 
  foam in place. 
  The process of unrolling the tape, placing the sword, unrolling more tape, and placing it on 
  the sword is repeated for the other open sides. At this point the sword blade should be 
  complete and no pipe foam should be visible. 
  The crosspiece is added next. It is made with pipe foam. Once the size of the crosspiece is 
  chosen, the pipe foam should be compacted to remove the hole along its length. Duct Tape is 
  used to hold the ends closed once it has been compacted. A hole is then cut in the middle to 
  allow it to slide onto the bottom of the sword. 
  Once on the sword, the crosspiece is taped with electrical tape to hold it to the bottom of the 
  blade as well as to the PVC. When it is completed, no pipe foam is visible. 
  After the crosspiece comes the pommel. Since this weapon is not used for waylaying, it does 
  not need a thrusting tip on the pommel. A 2-inch piece of pipe foam is placed on the bottom 
  of the sword allowing 1 inch to hang over the bottom of the sword. The 1-inch hole on the 
  bottom is filled in with open cell foam in the same manner as the hole on the top. 
  Electrical tape is then used to secure the pipe foam pommel to the PVC. Once secure, the 
  electrical tape is wrapped around the handgrip to cover the PVC. 
  That's it, the sword is now ready to fight. This process may take some practice before it is 
  perfected. 
  MAKING YOUR OWN SHIELD 
  Shield Guidelines
  Shield Guidelines
  Shield Guidelines
  Shield Guidelines    
  Since SOLAR
  SOLAR
  SOLAR
  SOLAR is trying to approximate real combat without anyone getting hurt, many 
  restrictions must be applied to weapons and shields alike in order to keep the game balanced, 
  yet safe. Following are the restrictions on shields: 
  • You must have the Shield skill to use a shield.  
  • Shields may not be used as offensive weapons, no shield bashing. Shields are for 
  defense only. 
  • Shields may not be used with two-handed weapons. And the longest weapon you can 
  use while wielding a shield is 44 inches (max length one handed weapon.) 
  • Shields do not protect the owner from any type of trap, save a mechanical one that 
  delivers its damage via a weapon (i.e. darts, daggers, etc.). 
  
  Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    153
  153
  153
  153 
  • The longest
  longest
  longest
  longest dimension of a shield may not exceed the distance from the wielder’s 
  armpit to finger tip. 
  • Shields may be made of almost any material including aluminum, plastic, wood, etc. 
  The perimeter of any shield must be covered with pipe foam. Any bolts used in the 
  shield must have the flat side on the front of the shield and the nut on the back. 
  Materials List
  Materials List
  Materials List
  Materials List    
  • Shield material (plywood, plastic, aluminum, etc.) 
  • 5/8" thick pipe foam (the wall of the foam must be 5/8" thick) 
  • Shoe laces 
  • Pull, handle (should be comfortable) 
  • Leather strap 
  • Duct or Gaff Tape 
  • Paint 
  • Knife, razor blade or scissors to cut foam 
  • Optional: 
  • Colored Cloth 
  • Sand Paper 
  Constructing the Shield
  Constructing the Shield
  Constructing the Shield
  Constructing the Shield    
  The first step in designing a shield is the design of its shape adhering to the dimensional 
  restrictions above. Once designed, the shield should be cut out of the shield material. Once 
  cut, the edges may be sanded for safety. 
  Duct tape is placed all the way around the perimeter of the shield to reduce wear and tear on 
  the pipe foam. 
  Next, the perimeter of the shield is measured and enough pieces of the pipe foam are taped 
  together to allow it to be placed all the way around the shield with a little extra. After 
  attaching the pieces, they are placed on the shield with notches cut in it at the corners. Once 
  complete, the extra is cut off and the two ends are lightly taped together (the foam will be 
  remove shortly). The pipe foam is then pressed against the edge and marks are made every 2 
  to 3 inches, just below the pipe foam. After all the marks have been made, the foam is 
  removed and a hole is drilled at each mark. 
  Next, two 1-inch square pieces of plywood are cut. Once the location of the pull has been 
  decided, the two pieces of plywood are glued onto the shield to raise the pull off of the shield, 
  allowing for more room for the hand. Holes are drilled through the pieces of plywood and 
  through the shield. These holes are used to hold the handle in place. 
  Knowing the location of the pull, the arm is laid down on the shield until the elbow rests 
  against it. The leather strap is located comfortably on the arm, and the holes are marked for 
  the bolts, which will hold the strap in place. 
  Once all of the holes have been drilled, the shield is painted the desired color. 
  After the paint dries, the pipe foam is once again placed around the perimeter of the shield 
  and taped lengthwise all the way around for better endurance (do not tape it to the shield). 
  If cloth has been chosen to wrap the pipe foam, it is placed around the foam now. The cloth is 
  cut the length of the perimeter. Once cut, it is placed over the pipe foam with the sides 
  pressed up under the foam. 
  The shoelaces are then tied around the foam and through the holes, which were drilled around 
  the perimeter to hold the foam in place. Any knots that must be tied in the shoelaces should 
  be tied in the back so they are not noticed. Glue is then placed on the knots to reinforce 
  them. 
  The pull and leather strap are then bolted to the shield. 
  Finally, the design or coat of arms is painted on the front of the shield. 
   
  
   
  154
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  154    ––––    Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR 
  GETTING INVOLVED 
  The world wide web
  The world wide web
  The world wide web
  The world wide web    
  Our internet address is www.solarinc.org 
  Our web page is a convenience for SOLAR
  SOLAR
  SOLAR
  SOLAR players and a fun way to stay involved with other 
  characters between events, and communicate with various SOLAR
  SOLAR
  SOLAR
  SOLAR staff members. It's also the 
  site for the most up-to-date information on events, rules, and even happenings around the vast 
  SOLAR
  SOLAR
  SOLAR
  SOLAR in-play world.  
  Our web page has several message sub-boards including one devoted to your questions about 
  the mechanics of the game along with announcements of any changes. It's also where SOLAR
  SOLAR
  SOLAR
  SOLAR 
  people tend to put their spin on the latest in entertainment and their own get-togethers, and a 
  great way to stay in touch with the kind people you met from all over the Southeast. We can 
  even provide you with e-mail address if needed.  
  Another favorite spot on our web page is the Nine-Winds Tavern. This sub-board is 
  considered In-play and there is always something going on there. The Tavern has several 
  portals that serve as gates to each of the baronies and other spots around the Sutherlands. 
  Anyone can enter, sit down, and talk with others in the tavern.  
  Luckily for many, there is some mystical force at work there. Spells have no effect, and one 
  cannot physically harm or damage any other character there, unless, of course, one of the plot 
  members decides to get involved. This is particularly convenient considering the amount of 
  verbal taunting that goes on in the Tavern. But be forewarned: many a character has shown up 
  to the next event the prey of a blood hunt due to his Tavern behavior.  
  "Playing" Between Events
  "Playing" Between Events
  "Playing" Between Events
  "Playing" Between Events    
  Since this is really a hobby, you can find some stuff to do between events. For example, 
  working on costumes and phys-reps is one of the most popular pastimes of SOLAR
  SOLAR
  SOLAR
  SOLAR players. 
  Because of all that goes on in the many baronies, some characters find themselves involved in 
  events that cannot be resolved in three-day weekends. Between events there can be some role-
  playing, deal making and scheming that goes on among the characters. The Internet is one 
  good way to do this considering private messages between characters can be sent discretely 
  through e-mail.  
  For others, though, there is still a desire to handle a little role-playing off the Infobahn. You 
  are welcome to work with those within your group. However, we will not be able to run 
  adventures for you between events. Anything you do which might gain you experience points 
  or power will not count (unless, of course, some of your schemes for power among characters 
  are able to work their way in your favor during an event.).  
  Still, you are welcome to "practice" for SOLAR
  SOLAR
  SOLAR
  SOLAR. Sometimes getting together with a few 
  friends, including some of those from your group, can be very beneficial. You can work on 
  your fighting skills and group fighting tactics, along with spell casting schemes. It is also a way 
  to get new people interested in the game. We always encourage recruitment of quality new 
  players. Remember when you bring a new player to SOLAR
  SOLAR
  SOLAR
  SOLAR you will receive a goblin point 
  reward, and at some campaigns, their admission cost can be waved. Can you say FREE event? 
  Getting Truly 
  Getting Truly 
  Getting Truly 
  Getting Truly SOLAR
  SOLAR
  SOLAR
  SOLAR Active
   Active
   Active
   Active    
  Just showing up to SOLAR
  SOLAR
  SOLAR
  SOLAR and waiting around the tavern is never really enough to get all you 
  can from a weekend. The best way to get something out of it all is to start getting involved. 
  You won't be able to immediately become a great and powerful noble, but you'll never even 
  get there if all you do is hide out and wait to pick up the silver from fallen creatures others 
  have killed. Here are a few suggestions: 
  Don't worry about the life of your character so much - sure a character can die, but you can 
  create another character. If you hide out in safety all the time, your character will live on, but 
  you won't have much of a story since you've never gotten into the action. Without combat 
  
  Character Development at 
  Character Development at 
  Character Development at 
  Character Development at SOLAR
  SOLAR
  SOLAR
  SOLAR    ----    155
  155
  155
  155 
  and political experience, opportunities to really role-play will keep passing you by. Also, a 
  character that always hides can never rise to any prominence in Sutherland society. 
  Join a group - it doesn't have to be a barony, though there are some distinct advantages to 
  playing those political games. Get together with a group and have a reason for all your 
  characters to be together, not just because you showed up in the same car. Now, with a 
  purpose, you can start working your way into the greater levels of all that goes on during a 
  SOLAR
  SOLAR
  SOLAR
  SOLAR event. If you want to swear allegiance to a noble, so much the better. Remember, 
  there is a price to pay for that protection at times, and if you practice deceits, well, you'll 
  figure something out. At least you'll really be playing. Getting into and out of problems is 
  essentially what adventure is all about. 
  Don't try to be involved with everything. If you do get with a group, at some point a string of 
  a plot might fall right in your lap. Grab on to it and see where it takes you. Too many times 
  people seem to hang around the tavern because they want to be involved in "anything big." It 
  doesn’t work that way. Go out, get involved, and talk to people! 
  Well, all those big things have to start somewhere. If you devote some time to one of these 
  seemingly small things, you could find yourself embroiled in a situation that will determine the 
  fate of a barony or even all the Sutherlands. 
  Try to help out with the mechanics of the game - since SOLAR
  SOLAR
  SOLAR
  SOLAR is run by volunteers, we 
  ALWAYS need and appreciate help. Most of the people who end up on Plot or end up in the 
  greater political scene are there because they help out behind the scenes. This isn't really 
  nepotism, it just always seems to work that way. Why? The people who help out learn about 
  the game and tend to really want to make the most of their weekends when they see how 
  much work goes into it. In the end, they gain more experience by being involved in many 
  aspects, and this, in turn, helps them gain positions of responsibility out-of-game. We always 
  like hard workers. 
  Stay In-play! (this is the second most important rule in the book) - it might seem a little 
  obvious, but very few actually carry it off. LIVE the life of your character, don't treat it like a 
  chess piece to be moved around only when it's advantageous. Sure, there are more risks to 
  your character's life if you're also eating and sleeping In-play, among other things, but it 
  changes the game from something to do while you're in the woods into something epic. You'll 
  be a better role-player for it and you'll probably be one of those who seem to come away 
  from the weekend weakened, yet glowing. 
   
  Attention Parents and Legal Guardians:
  Attention Parents and Legal Guardians:
  Attention Parents and Legal Guardians:
  Attention Parents and Legal Guardians:    
   
  Together we can use SOLAR
  SOLAR
  SOLAR
  SOLAR as an incentive to help our younger players maintain good 
  grades, behavior, and even excel during their high school career.  To do so, I will honor the 
  following policy for any parents that are willing to work with me: If you are a high school aged 
  player wishing to attend any SOLAR
  SOLAR
  SOLAR
  SOLAR event, you must be enrolled in school or enrolled in a 
  GED program.  Furthermore, you must show proof that you maintain a minimum 2.0 (C) 
  grade point average or show significant improvement from your last report.  
   
  Anyone who maintains a 3.5 (A) or higher grade point average will be rewarded for their 
  hard work. Examples include: In play money, build points, goblin points, potions, scrolls etc. 
   
  If you are a younger player reading this, take a moment to consider letting me and your 
  parents work together to help you succeed. It is important that SOLAR
  SOLAR
  SOLAR
  SOLAR become a part of your 
  successes in life.  
   
  Thank You, 
   
  Scott Neeley 
  President, SOLAR Inc.  
  
SOURCE: textdata/thevault/Solar/Solar Corebook.pdf