Mythus Misc Collection

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Alchemy Every alchemist seeks the Prime Material, or tau. If Heka and the other four essences, or elements, are infused with tau all things can be created and with such principal stuff, virtually anything can be compounded or created in the laboratory. After the quest for Prime Material, the alchemist’s second priority is normally that of the elixir of youth, this compound is an extraction of animal, vegetable and mineral, combined with Prime Material, it is both rejuvenating and age inhibiting. Alchemy contains many concepts of science and is a difficult and always uncertain practice. Alchemy deals with:

The five elements Conversion of one substance to another The refinement of substances The refinement and perfecting of the individual Youth and longevity of the individual The creation of quasi-life The creation of life from quasi-life Bringing the dead back to life It also deals with other concepts covered in the Castings and in the operations following: Operations: An Operation concerns the mixing, compounding, creating, and transmuting of various mineral and vegetable substances of special nature, Material. The Operations are performed in order to create substances which are valuable, have use as special Material, or else are Heka-filled or ‘enchanted’. Operations are carried out using Apparatus. Apparatus: The tools of the alchemist, these are instruments and devices of various kinds. The minimum Alchemical Apparatus are: Type: Cup Dagger Pentacles Wand Ring Rod

Use Commanding Water Commanding Earth Commanding Air Commanding Fire Commanding Heka Combining all Elements

Name Triton, Necksa Bull, Gob Eagle, Paralda Lion, Djin Star, Elhiem

Cost 10000 10000 10-30000 10000 10-20000 100000

Heka 10 10 10-30 10 10-20 100

The tools must be made from specific materials from specific locations: Type Cup Dagger Pentacles Wand Ring Rod

Material Blue metal or mineral Black metal or mineral Gold or Oriculum Red wood or mineral Silver or platinum and rock crystal Clear crystal tip set with metal bands

From The East The South The North The West The Centre or Mineral of black, yellow, blue and red

*Note that the location is relative to the alchemist’s laboratory Additional items may be purchased these are: Type: Alanthor Basin Bellows Brazier Lodestones

Use: Alchemical furnace which fuses or alters Heka Special container for Water for operations Provider of Air for operations Container of Fire for operations Provider of Earth for operations

Cost 10-50000 5-25000 5-25000 5-25000 5-25000*

Heka 10-50 5-25 5-25 5-25 5-25

*Lodestone cost includes Heka-forging price. The Heka in these items is self-regenerating every 24 hours as long as still in possession of alchemist and no other persona attempts to use it. This Heka does not count as additional reservoirs against the maximum allowed of 1+dweomercraft reservoirs. Standard Alchemical Operations: Each standard operation has a Material cost in BUCs and a Heka cost. The Heka cost is the amount of Heka that needs to be infused in the gas, liquid or solid for the desired effect. The Material is first prepared to accept the Heka, this required the construction of a container for gas/liquid Material before 2d3+1 non-adventuring days are spent analyzing and preparing the Material. After this time a roll is made vs. Alchemy with a DR based on amount of Heka to be infused: Heka to be Infused 1-10 11-25 26-50 51-90 91-150 151-250 251-300 301+

Base DR Easy Moderate Hard Difficult Very Difficult Extreme Impossible! (Extreme+) Impossible! (Extreme++)

The DR is modified by the Alchemist Laboratory Facilities: Lab value No real lab 501-1000 5001-10000 10001-20000 20001-40000 40001+

DR Modifier +2 +1 -1 -2 -3 -4

*If the roll fails the alchemist must go back and prepare item for another 2d3+1 days. *Note that all DR given below presume an astrological casting has been successful to ensure correct time for performing operation; otherwise +1DR is applied. If the roll succeeds the alchemist may infuse an amount of Heka equal to STEEP each:

Infusing solid each day Infusing liquid each week Infusing gas each month By increasing the check by +1DR the total charging time can be reduced by 1D6+1 days to a minimum of 1 day. Once the total Heka needed has been infused into the Material the new enchantment is permanent, unless it is destroyed or is an effect that requires recharging. Only one item may be prepared at a time, likewise, items cannot be charged while another item is being prepared. Alchemical Operations are such that they can be put down and taken up later, e.g. four items prepared in row before charging begins or stopping charging an item so as to begin preparation of another. The following are standard Alchemical Operations with base cost in Material and Heka needing to be infused, from this DR can be found. Alchemy Operations Operation Clean crystal Color crystal Grow crystal Harden crystal Imbue crystal with Heka Imbue crystal with Mental force Imbue crystal with Physical force Imbue crystal with Spiritual force Phosphorescent crystal Explosive gas Hallucinogenic gas Poisonous gas Sleeping gas Stunning gas Weakening gas Contact glue Metal to metal glue Universal glue Change copper to Oriculum Harden bronze Harden steel Inflammable metal Insinuate Hekalite Change iron to adamantine Change lead to gold Change lead to platinum Change lead to silver Lighten adamantine Lighten bronze Lighten steel Make steel transparent Elixir of longevity Elixir of youth Poison Potion of airform Potion of ethereality Potion of alertness Potion of aquaform

Cost 25 50 75 150 300 200 200 200 50 150 150 100 150 200 150 100 200 300 300 75 150 150 500 300 200 300 80 150 80 150 300 500 500 25 100 200 50 100

Heka 20 40 40 75 100 100 100 75 40 20 75 40 75 100 75 75 100 150 150 40 75 75 75 150 50 100 40 75 40 75 100 300 300 20 40 75 20 40

Operation Potion of diminution Potion of elementary obedience Potion of enlargement Potion of fast reactions Potion of fireform Potion of forgetfulness Potion of health Potion of Hekasource Potion of Mental power Potion of metalform Potion of Physical power Potion of regeneration Potion of Spiritual power Potion of terraform Potion of weightlessness Cooling oil Frictionless oil Inflammable oil Poison oil Warming oil Aqua-respiration powder Powder of Astrality Powder of Etherality Inflammable powder Itching powder Powder of Netherhedging Phosphorescent powder Poison powder Powder of pyrorespiration Sneezing powder Powder of terrarespiration Crystal/Gem solvent Glue solvent Leather solvent Hard metal solvent Soft metal solvent Stone solvent Wood solvent

Cost 100 200 100 100 100 100 200 400 200 200 200 300 200 100 200 150 300 50 50 75 100 500 400 150 25 250 25 25 200 25 100 150 50 75 300 200 200 75

Heka 40 75 40 40 40 40 40 100 75 100 75 150 75 40 75 75 150 20 20 40 40 150 100 20 10 40 20 20 100 10 75 75 20 40 150 100 100 40

In addition it is possible to transmute an object from one form to another. The object must first be prepared for 2d3+1 days, and then two rolls are made. The first roll depends on the amount of Heka required for the transmutation and the DR is given on the preceding table of Heka to be infused, modified for lab facilities. The amount of Heka needed depends on type of operation, given in following table. The DR given on the table is the difficulty of the second roll required to start the infusion, this is not modified by lab facilities. The cost is price in BUCs of additional material for operation. Transformation Heavy>Light>Heavy Alive>Dead>Alive Gold>Lead>Gold Shiny>Dull>Shiny Smooth>Rough>Smooth

Heka needed 20/5lb 20/stone 20/ounce 20/10lbs 20/10lbs

DR Moderate Extreme Extreme Easy Easy

Cost 2d100 6d100 6d100 1d100 1d100

Depending on the direction the operation is to go the start of infusion of Heka must be started during either the waxing (approaching full moon) or waning (approaching new moon) phase of the moon. During Waxing moon: Heavy>Light, Alive>Dead, Gold>Lead, Shiny>Dull, Smooth>Rough During Waning moon: Light>Heavy, Dead>Alive, Lead>Gold, Dull>Shiny, Rough>Smooth Once started Heka is infused as previously, until all Heka has been infused and operation completed. *Note that restoring life only restores alchemical life, the spirit does not return so an alchemical zombie results. This can be solved by using casting to bind a spirit into zombie but in mean time precautions should be taken to avoid the zombie becoming a ‘walker’, becoming possessed by wandering demon.

Armor Categories Update Mythus Game Rulebook, page 247, first column, insert the corrected table given here: Armor Categories # 1 2 3 4 5 6 7 8 9 10 11 12

Category Jacket, Coat Helmet Vest, Shirt Gloves/hands Trousers Thigh guards Leg/Shin guards (greaves) Shoulder guards Arm guards Groin Cup Gorget Camail (coif)

Areas U, S, V U, S U, S, V N, V All V, N N N N S U U, S

Pages 248-9, add the following column to the tables there: Humanoid Armor Item Ailettes (Tartschen) Armet Back-Plate Baju Emperau Banded Mail Banded Chain Mail Bavi re Bazu Bands Boots Brassarts Breastplate (Plastron-de-fer) Byrnie (Sark, Hauberk) Camail (Coif) Chain Mail Chausses (Greaves, Jambart) Chukchi Coudi re Cuirass (Lorica) Cuissart, Plate Demi-Brassarts Demi-Jambarts Demi-Plate (leg) Demi-Vambraces Epauli res Gambeson (Aketon) Gauntlets Gorget, Plate Helmet (Helm) Helmet, Crested (Combed) Helmet, Pot Helmet, Salade Helmet (Salade) with Mentonni re Hoguine Jerkin (Vest) of Boiled Leather (Cuir Bouilli) Koryak Leather Armor Leather Armor, Studded Plaquet Plastron Plate, Armor Suit Plate Armor Suit with Pauldrons Plate Armor, Three-Quarter Suit Plate, Mail Suit Poleyn (Garde-de-Bras, with Plate) Ring Mail Roundels Sabbatton (foot plate) Scale Mail Suit Shield, Adaga Shield, Buckler Shield, Kite (Small) Shield, Kite (Large) Shield, Round (Small) Shield, Round (Large) Shield, Tower (Small) Shield, Tower (Large) Skull-Cap, Bronze Skull-Cap, Leather Skull-Cap, Iron/Steel Splinted Armor Taces

Category # 8 2 3 1 11 9 7 9 3 1 12 7 8 9 3 6 9 7 7 9 8 1 4 11 2 2 2 2 2 & 11 6 3 12 3 3 7 8 or 9 9 2 2 2 6

Item Tuilles Visor (Only with Helmets, Salades & Bascinet)

Category # 6 2

Counter-Necromancy, Counter-Sorcery & Counter-Witchcraft Non-Evil Use of these K/S areas for HPs Add to page 96, K/S Areas, two paragraphs at end of “What a K/S Area Is & Is not.” Certain of the K/S Areas can seemingly be utilized for wicked ends only. There are three such abilities: Necromancy, Sorcery, and Witchcraeft. They need to be included for the sake of allowing these abilities for evil and malign opponents, the Evil Personas (EPs) and Monstrous Personages (MPGs). Yet Heroic Personas can also employ such K/S Areas. To know the Necromancy, Sorcery, and/or Witchcraeft Area is to have the opportunity to identify such practice and possibly counter the powers and castings involved. How the counter-K/S practice works is found after the K/S Area Descriptions on page 201 under the heading “K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft.” Add to page 193, end of Necromancy: Necromancy can be employed by a good persona to counter the evils possible for this K/S. See “K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft,” page 201. Add to page 198, end of Sorcery: Sorcery can be employed by a good persona to counter the evils of this K/S. See “K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft,” page 201. Add to page 199, end of Witchcraeft: Witchcraeft can be employed by a good persona to counter the evils possible for this K/S. See “K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft,” page 201. Complete by adding the following prior to “K/S Area Use for Economic Gain” on page 201: The Heroic Persona need never have used or even actually be able to employ Castings, Powers, and other practices of the K/S Areas in question in order to do manage identification and possible countering. Of course, the HP must have one or more of the Areas in question to do this. The knowledgeable but non-practicing non-Evil persona can employ the STEEP possessed in the Evil K/S Area to counter the malign workings of these three Knowledge/Skill Area abilities. This is accomplished by checking against possessed abilities as follows: A. Identify use of the K/S Area: STEEP at base DR of “Easy.” Has a necromancer, or a sorcerer or a witch/warlock been at work here? Possession of the appropriate K/S Area will enable the HP to try to find this out. If the check succeeds, then the persona will know for sure. B. Identify specific practice within the K/S Area: STEEP at base DR of “Moderate.” Was a Casting, Power, or some other sort of action employed by the offender? If not a Casting, the Power of other activity can be identified by succeeding in the check. C. Identify an Archetypal Casting employed from within the K/S Area: STEEP at base DR as if the persona were actually using such a Grade of Casting. Ignore prohibitions regarding use above STEEP. That is, one able to otherwise employ Castings of given a Grade at DR “Hard” can identify those above that Grade by three steps, at DRs of “Difficult,” Very Difficult,” and “Extreme” respectively. With practice found, and a Casting indicated, pinpointing the exact one requires a successful roll as indicated. D. Negate an Archetypal Casting employed within the K/S Area: STEEP at base DR as if the persona were actually using such a Casting, but at one Grade higher than the Casting in question is in actuality -- Heka cost for negation paid before check but at same Grade as the Casting is in actuality, however. The increased DR here is because this is a difficult thing to do, identifying and negating all in one, and at the same time expending Heka to manage the negation. E. Disjoin or negate a Casting being employed prior to or at the moment of its activation within the K/S Area: STEEP at base DR as if the persona were actually using such a Casting, but at two Grades higher than the Casting in question is in actuality -- Heka cost for disjoining/negation paid before check but at one Grade higher than the Casting is in actuality. Here the persona is attempting something really difficult, identification and countering of a Casting in progress. The two-step DR increase and the added Heka cost to try to accomplish this reflect the demanding nature of this use of the K/S. Special Success indicates, as applicable, identification and success at the next higher level of attempt. In regards to 4, it might actually disjoin/negate. In regards to 5, it lowers the Heka cost to one Grade below that of the Casting employed. Success indicates the correct answer to the question. Failure indicates uncertainty. Special failure indicates a false answer in very positive form. Examples of these Uses of Counter-Evil K/S The Mage Lucan possesses STEEP in all three Areas: Necromancy (at 37), Sorcery (at 43), and Witchcraeft (at 33). Of course, being right-minded, he would never utilize the actual abilities of these dark, malign practices. He has studied them in order to thwart those foul creatures who would stoop to such wickedness. Someone has been brutally murdered, and there are few clues, save that Heka was used. Lucan tries counter-Sorcery. Was that K/S employed? His base chance of success is 41, and the roll is made at DR “Easy,” so there’s a 129% chance of Success. Let’s assume that Necromancy was at work, though. Lucan rolls a 12, which indicates Special success. He knows that Sorcery wasn’t used, and the JM decides that he detects it was indeed Necromancy, for he has that K/S at 27 STEEP. Lucan now tries to discover what sort of Necromancy practice was employed -- a Casting, Power, or some other thing. The DR is “Moderate” for this, so a score of 74 or less is needed. The roll is 59, a Success. Lucan discovers that some Undead thing was involved, one sent by the persona employing Necromancy. Later on, Lucan and his comrades track down the Nethercraefter-Necromancer who is guilty of the hideous crimes they have been investigating. This malign foe has placed a Ghostlyguards Formula (Grade V) casting in his stronghold for protection. Lucan can theoretically use Grade II castings at DR “Hard.” As this is a Grade V casting, he must use a DR of “Very Difficult” to identify it: 0.25 times 57 yields 14, so Lucan’s chance of success is only 14%. He gives it a go, adding 2 JFs to help the process. The JM considers. He could lower the DR to “Hard,” one step easier for each Joss Factor, or else he could allow a -10 per JF on the dice score. He decides on the former, as he doesn’t want to allow a big chance (score 01-21) for Special Success. The roll is made, and the score is 52. Because the DR was considered at a mere “Hard,” Lucan has succeeded, and he identifies the casting and knows what is opposing his team. A bit later on they then confront the villain -- who of course has a force of guards -- and a major fight ensues. In the course of this conflict, Lucan sees (via a successful Perception [Noticing] roll) that the vile foe doing something that likely invokes some Heka. Lucan therefore attempts to disjoin/negate this activity. It turns out the Nethercraefter-Necromancer is using a Necromancy Casting, Arrowbones Charm (Grade III), the missiles to be directed at none other than Lucan. Although the casting is only Grade III, which Lucan could normally handle at DR “Hard”, the act of disjoining/negating is as if two Grades higher; he must perform as if it were a Grade V casting. Lucan expends 100 points of Heka. The dice are then rolled, hoping for a 14 or lower. Again Lucan expends 2 JFs to help assure success. The JM considers alternatives, rules that the foe in the midst of casting activation is thus unable to expend Joss, and this time allows a -20 on the result rolled. The dice read 19, and that translates to a Special Success! Lucan has managed not only to disjoin the Arrowbones Charm, but he did so at the cost of only 35 Heka points, while the other 65 he thought had been spent are actually still there in his reserve!

Heka-Forging The Heka-Forging K/S Area remains much as the text in Mythus describes it. This section of our revisions will focus on general clarifications and changes to the text as found on pages 166-168. 1. 2.

The Heka gained from Heka-Forging is as stated in the K/S description instead of the table at the beginning of Mythus Magick. Namely, magical energy gained is equal to STEEP plus the average of the persona’s PMPow and PNPow. If only Physical based Heka is used, P Trait is added instead. The Heka-Forging Sub-Areas are not gained automatically with increase in STEEP. Gaining the knowledge necessary to properly enchant a class of items is a long and involved process. As such, the rules for gaining new Heka-Forging Sub-Areas are as described on p. 135. Namely, 10 APs and 10 weeks of study are required to gain a new Sub-Area. However, no roll is required to check if the persona has learned the Sub-Area successfully. HPs may or may not have all possible Sub-Areas at the time of character creation. This detail is left up to the GM, though the first Sub-Area is gained automatically with acquisition of the Heka-Forging K/S Area. Thereafter, Sub-Areas must be purchased as described above. Because Heka forgers must be able to channel large amounts of Heka, each Sub-Area beyond the first increases the practitioner’s Heka Aperture by 10 points. The minimum STEEP required for each Sub-Area is listed below. Note that this table is changed somewhat from the one listed in the K/S description. A persona may decline to purchase a new Sub-Area and still increase STEEP in Heka-Forging. Also, Sub-Areas do not have to be gained in order, so long as the persona has the necessary STEEP to purchase them. STEEP

Sub-Area

<21

Enhanced Object Quality This enables the persona to magically improve a static, non-living item. This has the effect of making items shine brighter, last longer, work better, be less likely to break etc. Enchanted Mechanisms This allows the persona to imbue mechanical items with energy drawn from one or more of the Laws of Magick. The energy is innate to the device, and does not affect personas using such items. It merely powers the device, enabling smooth operation, whether commanded or automatically engaged. Heka Reservoirs This gives the ability to create and charge General or Dedicated Heka Reservoirs. Detection/Information This enables the possessor to create devices which function as divinatory tools, translators or enchanted detection devices. Armor/Weapons This provides the ability to forge defensive armor along with offensive weaponry. These items may have enhanced physical properties, but may not be otherwise enchanted with defensive or offensive Heka Effects. Defensive/Offensive This enables the HP to manufacture or enchant dweomered items which perform a Casting-like effect which damages a target or protects the wielder. Also included under this Sub-Area are rings and other miscellaneous items that give bonuses to worn armor and wielded weapons. Casting Storage This grants the possessor the ability to store one or more Archetypical, Tutelary, or Specific Casting within items, charge them with Heka, and specify the command word or phrase required to activate them. Skill Bearing Items The persona has the means to enchant objects with one or more set skills or programmed knowledge. Such devices, if powerful enough, may sometimes appear intelligent, but there is no personality associated. Spirit-Holding Devices This grants the Heka-forger with the skill to bind lesser spirits and elemental forces to a device.

21-30 31-40 41-50 51-60 61-70 71-80 81-90 91+

There are two paths for the creation of enchanted items using Heka-Forging. The easiest method utilizes the Castings found in Mythus Magick. These Castings create ‘impermanent’ items, which can be disjoined by other Castings. The many Heka-powered conveniences found on Earth are constructed using this method. As such, most Heka forgers find employment making impermanent items. Functions of these items are limited by the Castings available to the Heka forger. If no Casting grants a desired property, a new one must be researched. Masters of impermanent item creation may use Castings which provide a resistance to disjunction, making the greatest impermanent items almost permanent in nature. Personas that make use of this process will have little difficulty in acquiring Heka-Forging Castings, though Material is still expensive. The second path of item enchantment is much less common, but more powerful. By combining the skills of Heka-Forging, knowledge of the Laws of Magick, and abilities in various Heka-using K/S Areas, items can be created which are immune to disjunctions. These items are truly permanent, save from physical destruction or the Unbinding Ritual. The process of enchantment of a particular item requires unique Rituals which are developed through research and experimentation. These Rituals are highly dependent on the Heka forger’s will and spirit and therefore only work for the individual who developed them. Much of the material used in this ‘artistic’ process must be built into the item in question by the Heka forger. Thus Heka-forgers following this path usually possess K/S Areas such as Gemsmith/Lapidary and Smithing/Welding. This requirement also makes experimentation a very expensive affair. Impermanent Item Creation Impermanent item creation utilizes the Heka-Forging Castings to imbue Heka into an item. Of course, these Castings may be dispelled as easily as any other. A few Castings give resistance from disjunction, but these are only available to the most able Heka forgers. Most of the Heka-enabled devices on Earth are of the impermanent sort. Castings such as Volition Ritual have allowed Heka forgers to build various labor saving and luxury-oriented devices. Unfortunately, these items are still expensive, and are generally only affordable for the wealthy. While impermanent weapons and armor do exist, these are usually made under contract by governments for their military forces. Note that little or no role-playing is required for the enchantment of items using this method. However, if the practitioner does not have a Casting that will yield exactly the effect desired for a new item, there is no choice but to research a Specialized Casting. Changes/Clarifications from Original K/S Description Heka preparation and Heka-generating substances grant no bonuses for the success of item creation. Certain Castings now require Heka-generating substances for their successful use. Also, the quality of the object to be enchanted has no bearing on the success or failure of the forging, other than whether or not the object qualifies as flawless or perfect. An already enchanted item cannot be further enchanted by this method of Heka-Forging, unless that enchantment has been disjoined or has otherwise expired. Many of the Heka-Forging Castings have been revised, some have been entirely rewritten, and some new ones have been added. A summary of these changes will follow. Initial Steps Little is required in the way of preparation for item enchantment. Assuming the practitioner has the necessary Castings, the forging should be completed quickly. Prepare Item Ritual, Evaluate Item Formula, and possibly Cleanse Item Ritual and Purity Spell will be required before other Heka-Forging Castings are laid upon the item. Of course, the persona must have all associated Heka-Forging Sub-Areas in order to proceed. Otherwise, the attempt is doomed to failure. Heka-Forging Equipment Unless the Heka forger wishes to construct the item to be Heka-Forged (and gain a DR bonus thereby), very little equipment is necessary for impermanent item enchantment. At most, a simple forge is needed beyond the Material required for Heka-Forging Castings. The only exception to this usually occurs when the practitioner wishes to enchant an object with a continuous Heka Effect. The Heka required in this case (x100 that of the Casting cost) almost always requires access to a large Heka reservoir. Determination of Success Once all desired Castings have been activated, a roll is made to determine the success of the forging. Special Failure means the destruction of the item, Failure means the item is unchanged, Success indicates the Castings had the intended effect on the item, and Special Success means one or more of the Castings had a slightly enhanced Effect. This roll is made against the practitioner’s Heka-Forging STEEP, with the DR determined by the table found on p. 167 of the Mythus book. The modifiers to that table have been changed, as listed below: Heka-prepared item Heka-generating substance being worked Each additional function of the item beyond the first Flawless or perfect substance being worked Practitioner has constructed the item being enchanted

no modifier no modifier +1 DR (max 3) -1 DR easier -1 DR easier

If the Heka-Forging attempt fails but the object remains, the Heka forger may attempt to enchant the object again. However, it must once again be Evaluated, Prepared, and so on as the forging attempt will have contaminated the item. Permanent Item Creation Permanent item creation requires more effort from both the player and the persona than that of impermanent items. Because much of the process is focused on creativity and role-playing instead of Castings, the work involved may be as much or as little as the GM desires. What follows are suggested guidelines for the GM to follow. Much of the artistic creation process depends on the mind and

spirit of the Heka forger. Standard Rituals are thus useless, as what will work for one Heka forger will most likely fail utterly for another. A Heka forger must devise Rituals which will imbue powers and enhancements into the forged item. A practitioner may incorporate knowledge from other Casting-generating K/S Areas in order to make a wider range of devices. It is expected that Heka forgers will develop their own characteristic styles, using certain K/S Areas and methods in their devices. The GM should make the use of a K/S Area (especially one that is Casting-generating) difficult and time consuming if that practitioner has not used it before in combination with Heka-Forging. Initial Steps The initial step in the artistic method requires the player of the Heka forger to submit a procedure for the creation of a desired item. This procedure should at least include the following: 1. Planned functions of the device 2. Description of how Rituals will be used to forge these functions. 3. Cost and type of Material used in the process 4. All K/S Areas used in the item’s forging Once this plan has been submitted, the GM may ask for any clarifications before allowing the practitioner to continue. Note that the Heka forger must possess all applicable Heka-Forging Sub Areas in order to attempt the proposed plan. Also, the persona should construct the item to be forged, or at least be present during its construction. The forging of a sword bought from the local weaponsmith will certainly fail! As in the making of impermanent items, the object in question must have Prepare Item Ritual and Evaluate Item Formula cast upon it. An item might require Cleanse, Purity, or be completely unsuitable for enchantment even after the work done to make the item in the first place. The GM may also require a change in the submitted procedure if desired. The HP might be required to search out unique Material for the item, or quest for a forgotten scrap of knowledge vital for the success of the forging attempt. Details here are left to the imagination of the GM. Heka-Forging Equipment The exact cost and nature of equipment required will vary greatly depending on the type of item to be forged and the method used to enchant it. At the very least the Heka forger will need any equipment needed to construct the item in question. The GM may add other requirements as desired for a particular item. It is suggested that, unlike Alchemy, the equipment required for Heka-Forging be relatively inexpensive unless a particularly powerful item is planned. This will be compensated by the cost of Material used by the Heka forger. Of course, if the Heka forger is also performing Alchemical operations or working with particularly exotic materials (like adamantine), then both expensive equipment and expensive Material will be required. Material Cost Material cost will also vary with the item to be forged. For the best possible DR, the Heka forger will have to construct an unsurpassed quality item - incurring all associated costs. Much of the Material required by the Rituals to be performed must be built into the item during its construction. Thus, building the item in the first place may be a very expensive proposition. If the forging is then unsuccessful, most of the Material will not be recoverable. As a general rule of thumb, refer to the Material Costs of the Heka-Forging Castings to arrive at standard costs for the Rituals used in the artistic method. The Material Cost for a Heka-Forging Casting will correspond to the cost required to achieve a similar, but somewhat restricted, Effect for a permanent item. For example, the use of Defense Bonus I to create +5 armor costs 5,000 BUCs. For the same 5,000 BUCs, a Ritual that grants a +5 defense versus fire-based attacks may be performed. Note that a significantly novel procedure should require experimentation before it can be used in an item. Of course, any Material consumed by such experimentation cannot be reused or recovered for future Heka-Forging operations. Research Time Research time will vary with the past experience of the practitioner. If the persona has created similar items in the past using similar methods, as little as one week will be needed to design each Ritual. If the practitioner is using a Casting-generating K/S Area that has not been used in a previous forged item, a month or more of time will be required for each Ritual. Base Chance of Success Before any roll is made for the success in the Heka-Forging attempt, rolls may be required by the GM against Smithing/Welding, Gemsmith/Lapidary and other K/S Areas used in the basic item construction. These rolls may be used to determine the quality of the item destined to the subject of a Heka-Forging effort. The artistic method in Heka-Forging requires an in-depth understanding of the Laws of Magick - in particular the Law of Ritual - as they apply to the different Casting disciplines. While creating Rituals that perform similar functions to Heka-Forging Castings is usually not difficult, creating Rituals combining Heka-Forging with other Casting-generating Areas without this knowledge is nearly impossible. The base STEEP that is used to determine success of item creation is taken from the lower of the STEEPs in Heka-Forging and Magick when other Casting-generating K/S Areas are involved in making that item. Other Casting-generating K/S Areas used will contribute 10% of their STEEPs toward the base chance of success. Even if a persona does not possess the Magick K/S Area, there will still be a small chance of a successful Heka-Forging. If the only Casting-generating K/S Area required in the Rituals is Heka-Forging, then STEEP in Heka-Forging is the base chance of success. Difficulty Rating Determination Assigning a DR for a Heka-Forging operation can be as simple or as complicated as the GM wishes. The following is a fairly complex system which seeks to reward the establishment of a style of HekaForging, as well as base DR on the power of the item to be forged. To determine a DR for the Heka-Forging operation, assign Casting Grade equivalents for all powers of the item that are derived from Casting-generating K/S Areas. Also consider Heka-Forging Castings for impermanent item creation for similar powers. Compare these Grades with the maximum Grades given by the practitioner’s STEEPs in those K/S Areas. Then assign a base DR as follows: Powers are at least 2 Grades lower than Caster’s max Grades Powers are at least 1 Grade lower than Caster’s max Grades Powers are at most the same Grade as Caster’s max Grades Powers are at most 1 Grade higher than Caster’s max Grades Powers are at most 2 Grades higher than Caster’s max Grades Powers are at most 3 Grade higher than Caster’s max Grades

Easy Moderate Hard Difficult Very Difficult Extreme

This base DR is then modified by the following considerations: For every power beyond the first For every level of quality below Unsurpassed of the Heka-Forged item For every Heka-generating K/S area used in the Rituals that have never been combined with Heka-Forging If Heka forger is using an established style with previously combined Heka-generating K/S areas with Heka-Forging Based on the creativity of the plan submitted to the GM for creating the item Based on cost of Material used in plan, compared with what GM determines as a standard amount

+1 DR (max +3) +1 DR (max +3) +1 DR -1 DR -2 to +2 DR -1 to +1 DR

Success & Failure Because the Heka forger is manipulating Heka at a fundamental level during the creation of a permanent item, success and failure are not very clearly defined. A successful roll will sometimes yield an item with unforeseen and undesired side effects. Likewise, a failure might still produce an enchanted item, but quite possibly one possessing useless or even baneful properties. The GM is recommended to take the cost, time, and effort the persona (and player) put into the process of creating the item when determining actual item properties. If the persona cut corners, place limitations or detrimental side effects on the item. On the other hand, if the persona put extraordinary creativity and resources into the item, consider adding bonuses or additional functions to the item. To clarify this, check the following suggestions for the different possible results of the final success roll: Special Failure: Either the item is destroyed utterly or the item is cursed, and possesses abilities opposite to what was desired. Note that the Heka forger may be unaware that this has taken place! In any case, the practitioner will have to scrap the previous procedure and develop a new one, if this was the first time a particular item was attempted. Failure: The item is unchanged or has useless properties. (a Spellsong-aiding harp that instead plays “It’s a Small World” continuously, loudly, and off-key would be an example of this!) The practitioner may have to modify the procedure somewhat before trying again. Success: The item has the desired abilities, but may have quirks, additional powers, or weaknesses depending on the quality of work that went into it. If desired, repeating this procedure may yield an item with fewer side effects. Special Success: The item works only as desired if effort was somewhat lacking. If sufficient research was done, the item will have enhanced or additional abilities. Note that repeating this procedure will not reproduce another outstanding item unless another Special Success is rolled

Heka-Forging Archetypical Castings Heka-Forging Castings fall under three categories: 1. Preparatory Castings such as Prepare Item Ritual. These Castings are necessary for both impermanent and permanent item creation. 2. Castings to aid in the mundane construction of items. Touchstone Spell is an example for this type. While these Castings do not grant powers to an item, they assist greatly in preparing an item suitable for Heka-Forging. 3. Castings that imbue powers into an item. These Castings are used only by those wishing to create an impermanent item, one whose powers can be disjoined. An item must first be prepared with Prepare Item Ritual and possibly other Heka-Forging Castings for these Castings to work at all. Grade I Castings Cleanse Item Ritual Evaluate Item Formula Prepare Item Ritual Touchstone Spell *Volition Ritual

Grade IV Castings Attack Bonus II Formula Clearmetal Ritual Dedicated Pool I Ritual Defense Bonus II Formula *False Target II Formula General Pool II Ritual

Grade II Castings Attack Bonus I Formula Charm Forging Ritual Defense Bonus I Ritual *False Target I Formula General Pool I Ritual Resiliency Ritual

Grade V Castings *Amulet Ritual Damage Bonus II Formula *Heka Aperture Enhancement Ritual Skill Bonus II Ritual Grade VI Castings Attack Bonus III Formula *Craft Mastery I Ritual Dedicated Pool II Ritual Defense Bonus III Formula Item Invulnerability Formula

Grade III Castings Damage Bonus I Formula Purity Spell Skill Bonus I Ritual Springblade Ritual

Grade VII Castings Damage Bonus III Formula *Heka Resistance Ritual Link Casting Ritual Skill Bonus III Ritual Grade VIII Castings *Attack Bonus IV Formula Heka Binding Ritual Link Knowledge/Skill Ritual Link Mask Ritual Grade IX Castings *Craft Mastery II Ritual *Damage Bonus IV Formula Link Spirit Ritual Permanence Ritual *Skill Bonus IV Ritual Unbinding Formula

*Designates a Casting written up in full at the end of this section. Exclusivity of Heka-Forging Castings More Heka-Forging Castings are now exclusive of one another on a single item. In addition to existing restrictions, the following Castings will not co-exist with each other without one of the Craft Mastery Castings: Attack Bonus Defense Bonus Damage Bonus Skill bonus Springblade Ritual

I-IV I-IV I-IV I-IV

(except as noted in description) (except when cast on an Unsurpassed blade)

The following Castings will not coexist with any other Heka-Forging Castings which confer abilities onto an item, without one of the Craft Mastery Castings: General Pool I Ritual General Pool II Ritual Dedicated Pool I Ritual Dedicated Pool II Ritual Amulet Ritual

(originally General Pool Ritual) (originally Dedicated Pool Ritual)

Changes to existing Castings Grade I * Evaluate Item Formula There is a 1 DR bonus to each roll if the Heka forger created the item to be evaluated. Grade II * Charm Forging Ritual The Material cost is now 2,000 BUCs. The imbued Casting lasts its normal duration, once activated, unless the duration for this Ritual expires first. The imbued Casting must cost no more than 75 Heka, and its target or center of Effect must be the bearer of the Charm. * General Pool I Ritual This Casting is the same as General Pool Ritual. Note that Heka Aperture limits the possible capacity of the created Reservoir. Grade III * Damage Bonus I Formula If an item other than a weapon is the target of this Casting, the damage bonus is +1 instead of +1d6. * Skill Bonus I Ritual If a bonus is to a Heka-generating K/S Area, the Material Cost is doubled to 8,000 BUCs/STEEP point. * Springblade Ritual The ability to cast another offensive or defensive Heka-Forging Casting on an Unsurpassed quality blade replaces the purify effect mentioned in the description. Grade IV * Clearmetal Ritual The duration of this Casting is now Permanent. Material Cost is now 3,000 BUCs. * Dedicated Pool I Ritual This Casting is the same as Dedicated Pool Ritual. Material Cost is now 20 BUCs per Heka-point capacity. Note that Heka Aperture limits the possible capacity of the created Reservoir. * General Pool II Ritual This Casting is identical to General Pool I Ritual, except for the following: The Material Cost is 50 BUCs per Heka-point capacity. 1 AT is required for every 20 point of stored Heka. The Reservoir is permanent and may be recharged. Grade V * Damage Bonus II Formula If an item other than a weapon is the target of this Casting, the damage bonus is +2 instead of +2d6. * Skill Bonus II Ritual If a bonus is to a Heka-generating K/S Area, the Material Cost is doubled to 20,000 BUCs/STEEP point. Grade VI * Dedicated Pool II Ritual This Casting is identical to Dedicated Pool I Ritual, except for the following: The Material Cost is 100 BUCs per Heka-point capacity. 1 AT is required for every 20 point of stored Heka. The Reservoir is permanent and may be recharged. * Item Invulnerability Formula The Material Cost is now 2,500 BUCs. If an item protected by this Casting is subjected to a force that would destroy or damage an undweomered item, the item gains a percentage change to remain undamaged equal to ½ of the Heka forger’s STEEP. Grade VII

* Damage Bonus III Formula The Material Cost is now 96,000 BUCs. If an item other than a weapon is the target of this Casting, the damage bonus is +3 instead of +3d6. * Skill Bonus III Ritual The Material Cost is now 16,000 BUCs. If a bonus is to a Heka-generating K/S Area, the Material Cost is doubled to 32,000 BUCs/STEEP point. * Link Casting Ritual Add the following paragraph to the description: “The subsequent Casting linked to the item is treated as separate from Link Casting when considering Heka Aperture limits. If the imbued Casting is to be continuously active, the Heka forger must expend 100 times the Casting cost into the item. This Heka must be spent within 1 BT/20 STEEP of the Heka forger (fractions rounded up), with no more Heka spent than the practitioner’s Heka Aperture per CT. This time limit begins after the activation of the Casting to be linked.” Grade VIII * Heka Binding Ritual The Material Cost is now 200 BUCs per Heka-point bound. Either a general or dedicated purpose Reservoir can be created through this Ritual * Link Knowledge/Skill Ritual If a Heka-generating K/S Area is bound, the Material Cost is doubled to 1,400 BUCs per STEEP point. Each Sub-Area beyond the first adds 5,000 BUCs to the Material Cost, 10,000 BUCs for a Heka-generating K/S Area. Whoever is the primary contributor toward K/S STEEP for this Ritual must know all Sub-Areas to be included in the item. Grade IX * Link Spirit Ritual Since an impermanent item is created through this Ritual, a successful disjunction will serve to free the bound spirit. * Permanence Ritual Heka Binding Ritual may be used to replenish the 250 Heka point resistance, should it be partially expended. Permanence must be cast for each dweomer on an item to protect it completely. For purposes of disjunction targeting, unprotected Effects and Effects with lesser resistance are chosen first. * Unbinding Formula Material Cost is now 5,000 BUCs per power to be unbound. Impermanent and permanent items are equally vulnerable to this Formula. New or Heavily Revised Castings Grade I Volition Ritual Time: Instantaneous Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Special Material Cost: 100 BUCs + Special E/F/M: A Volition Ritual requires a performance time of one AT. Though this casting, the Heka-Forging persona is able to confer the power of movement to an item or mechanism. This Casting can be used to create a weapon that automatically returns to its possessor, as well as make a variety of mechanisms which move under their own power. However, no movement can be sustained by a mechanism doing any significant work beyond carrying its own weight. The practitioner must invest additional Heka at the activation of the Ritual to enable the Volition to occur in the subject item. The maximum distance traveled for movement and the mass of the item to be moved determines the amount of Heka and the Material cost for the whole casting as follows: Object Travels on Activation Under 1 yard Under 1 rod Under 1 chain Under 1 furlong Under 1 mile Under 1 league Any distance

Additional Heka Cost 10 points 20 points 40 points 80 points 160 points 320 points 640 points

Take the additional Heka cost and modify it by the following mass multiplier: Mass of Object Multiplier to Heka cost <= 1 lb. 1/10 * 1 <= 5 lb. ¼ * 5 <= 20 lb. ½ * 20 <= 50 lb. 1 * 50 <= 100 lb. 2 * 100 <= 200 lb. 3 * 200 <= 300 lb. 4 and so on. For mechanisms which move continuously, use the distance the mechanism would move in a single day. Note that Heka Aperture rules still apply. Also, this Ritual will not cause an item to move quickly enough to cause damage to a target. Even if an item can move any distance on activation, it may take a great deal of time to get there. A natural or regenerating Heka source is required to power this Ritual. 10 points of Heka is required for every pound the moving component weighs. Hekalite is most commonly used, needing one ounce for every pound of the mechanism. Grade II False Target I Formula Time: Permanent Special Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Cost: 200 BUCs E/F/M: This Casting creates a dweomer whose sole purpose is to protect higher Grade Heka-Forging dweomers on a target item. The disjunction of this Casting will negate this dweomer, but none of the abilities of the item will be affected. Of course, further disjunctions will negate item powers normally. This Formula may be cast no more than once on the same item. Grade IV False Target II Formula Time: Permanent Special Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Cost: 400 BUCs E/F/M: This Casting creates a dweomer whose sole purpose is to protect higher Grade Heka-Forging dweomers on a target item. The disjunction of this Casting will negate this dweomer, but none of the abilities of the item will be affected. Of course, further disjunctions will negate item powers normally. This Formula may be cast no more than once on the same item. This Formula is disjoined as a Grade IV casting at 1 DR more difficult. For purpose of disjunction targeting only, this Casting should be considered Grade II. Grade V Amulet Ritual Time: Permanent Special Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Cost: 1,000 BUC + Special E/F/M: This Ritual of 5 ATs casting time enchants a previously prepared item enabling it to accept and repeat one sort of moderate protective Casting Effect. This protective Effect can either be activated by the item’s owner or by a preprogrammed trigger. If a trigger is used, a continuous divinatory Casting must be linked to the amulet through this Ritual, and the conditions of the trigger based only on information given by that Casting Effect. Upon successful activation, a second roll must be made against the caster’s STEEP to complete this Ritual. The Difficulty Rating of this roll depends on the power of the desired amulet. The modifiers for this roll are as follows: Table of Added Powers

Base DR and Modifiers

Casting usable 1 time/day no divination ability necessary, no additional Heka required Divination Power - must be a minor continuous casting also cast into the amulet during the creation process Every 20 points of Heka added to strengthen Effect (Protection, Divination, etc.) Each additional Time/Day amulet activates Area of Effect instead of personal protection Each 5 yards diameter for Area of Effect

Moderate +2 DR +1 DR +1 DR +2 DR +1 DR

Note that unless the Heka forger attempts to create an amulet with an Area of Effect, the protection granted by the item will only affect the persona wearing it, even if the protective Casting normally protects more than a single persona. The protective and divinatory Castings associated with the amulet are treated as separate from Amulet Ritual when considering Heka Aperture limits. If a continuously active divinatory Casting is linked to the amulet, the Heka forger must expend 100 times the Casting cost into the item. This Heka must be spent within 1 BT/20 STEEP of the Heka forger (fractions rounded up), with no more Heka spent than the practitioner’s Heka Aperture per CT. This time limit begins after the activation of the divinatory Casting. A natural or regenerating Heka source is required to power this Ritual. The total Heka from this source must be sufficient to power a dedicated Reservoir for the protective Casting, multiplied by the number of times per day the amulet can function. If the amulet protects an Area, multiply the required Heka by 1 plus 1 for every 5 yards diameter it protects - i.e. a 10 yard diameter Area of Effect would require 3x the normal Heka. Hekalite is most commonly used as a Heka source. Failure of the second roll means that the Heka forger will never be able to lay this Casting upon the item, though the regenerating Heka source may be salvaged and reused. Special Failure means that a worked or crafted object is ruined and is destroyed permanently. This Ritual can not be cast with another Heka-Forging Casting, without the conjoining Effect of a Craft Mastery Casting. Heka Aperture Enhancement Ritual Time: Special Other Heka Costs: Area: Caster R & D: Nil Distance: Self Other: Special Material Cost: Special E/F/M: This Casting enables the Heka forger to enhance Aperture for the purposes of the next Heka-Forging Casting to be activated. Only the portion of the practitioner’s Heka Aperture that comes from Physical K/S Areas will be affected by this Casting. Heka Aperture Enhancement is cast to increase the Aperture available for a readied Casting, which is completed and activated immediately after the completion of this Ritual. Upon successful activation of this Ritual, a second roll is made against the caster’s STEEP to determine if Heka Aperture was actually increased. The Difficulty Rating for this roll depends on the desired enhancement of the practitioner’s Heka Aperture. The Material cost for this Ritual likewise varies with the attempted DR: Base DR Easy Moderate Hard Difficult Very Difficult Extreme

Multiplier 1/10 ¼ ½ 1 2 3

Cost (BUCs) 2,500 7,500 15,000 25,000 35,000 50,000

The multiplier is applied to the fraction of the practitioner’s Heka Aperture which comes from Physical K/S Areas. This is then added to the Heka forger’s original Heka Aperture to determine Aperture for the subsequent Casting Effect. No further increase to the practitioner’s Heka Aperture is possible through repeated usage of this Ritual. Grade VI Craft Mastery I Ritual Time: Permanent Special Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Cost: 10,000 BUCs E/F/M: This Ritual allows the recipient object to have two other otherwise mutually exclusive Heka-Forging Castings operative at the same time on the same object. In no event will two Castings of this sort ever function at the same time for the same object. One cancels the Effect of the other in this case. Grade VII Heka Resistance Ritual Time: Permanent Special Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Costs: 700 BUCs per Grade of Casting to be protected E/F/M: This Ritual Casting requires 7 ATs to complete, and is used to permanently protect a single enchantment, ability or bonus from disjoining. The Casting creates a Heka resistance of 150 points with respect to the targeted dweomer. It should be noted on items with multiple dweomers that Heka Resistance must be cast for each dweomer to protect the item completely. When an item with Heka Resistance is targeted by disjunction, target unprotected Effects and those with lesser resistance before those guarded by this Ritual. Grade VIII Attack Bonus IV Formula Time: Permanent Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Cost: 10,000 BUCs per each +1 BAC E/F/M: This Casting enables the Heka-Forging of up to a 20-point bonus in the Base Attack Chance (BAC) value of a weapon or object. Even items such as bracers or gloves could contain the power of this dweomer, for the bonus from this formula does not necessarily need to be cast upon a weapon. Note however, that the object to contain this power - as with any Heka-Forged item - must first be cleansed of outside influences and magically prepared. This Formula cannot be cast with another similar offensive, defensive, or skill enhancing Heka-Forging Casting upon the same object, without the conjoining Effect of a Craft Mastery Casting. Grade IX Craft Mastery II Ritual Time: Permanent Special Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Cost: 40,000 BUCs E/F/M: This Ritual allows the recipient object to have three other otherwise mutually exclusive Heka-Forging Castings operative at the same time on the same object. In no event will two Castings of this sort ever function at the same time for the same object. One cancels the Effect of the other in this case. Damage Bonus IV Formula Time: Permanent and Special Other Heka Costs: Area: 1 subject/object Special R & D: Nil Distance: Touch Other: Nil Material Cost: 144,000 BUCs E/F/M: When cast upon a prepared weapon or other enchanted device capable of delivering harm, this Formula infuses it with a 4d6 bonus to its stated damage value. Again, note that objects so enchanted need not be weapons, but they must be prepared to accept the Heka before the Casting is performed. However, items other than weapons targeted by this Formula only gain +4 to damage instead of +4d6 to damage. This Formula cannot be cast with another similar offensive, defensive, or skill enhancing Heka-Forging Casting upon the same object, without the conjoining Effect of a Craft Mastery Casting. Skill Bonus IV Ritual Time: Permanent Other Heka Costs: Area: 1 object R & D: Nil Distance: Touch Other: Nil Material Cost: 22,000 BUCs per STEEP point conferred

E/F/M: The performance of this Casting Ritual requires three Action Turns. This magical Operation engenders a K/S bonus in an enchanted item. The object of this Casting will confer up to a 20-point Knowledge/Skill Area enhancement (a plus to STEEP) to its possessor when held, worn, or presented. The Heka forger must possess the Knowledge/Skill Area imbued in the subject object, and must have a STEEP at least 8 times greater than the bonus thus conferred. It is never possible to cast this Effect with another of similar ability-enhancing sort upon the same object, as the two will absolutely nullify each other. Because of this, weapons are not usually imbued with this dweomer. However, if this Effect is conjoined with that conferring increased BAC (Attack Bonus Casting), the dweomers will not nullify, but this one will function only to enable parrying and on rolls for Hit Location - considerable benefit still! For Heka-generating K/S Areas to be enhanced through this Casting, cost is doubled to 44,000 BUCs/STEEP point. The Fruits of Your Labor: There are plenty of items in the game, and there are rules for quality with regard to weapons and armor. The next article details new and improved rules for what higher quality weapons and armor do. But, that leaves the question: how does a smithy create an item that is of a higher quality? Here is a simple yet effective house rule: Quality

DR

Unsurpassed Exceptional Above Average Average Below Average Poor

Extreme Very Difficult Difficult Hard Moderate Easy

A Special Success gives a bonus of an improvement in quality by one step. Also quite possible is the idea that certain materials (like Adamant, etc.) may be harder to work with, increasing the DR. Effects of Quality: Not that there is anything really wrong with the original rules for quality detailed in Mythus, but here are some new rules. These give more of a tangible effect to the quality of a martial implement, as you will see. Effect of quality upon weapons: Quality Poor Below Average Average Above Average Exceptional Unsurpassed

Price*1 x0.25 x0.5 x1 x2 x4 x8

WP*2 x0.8 x0.9 x1 x1.2 x1.4 x1.6

SF*1 x1.2 x1.1 x1 x0.9 x0.8 x0.7

D. Amt.*2,*3 -0.2 -0.1 +0.0 +0.1 +0.2 +0.3

Range*2 x0.8 x0.9 x1 x1.1 x1.2 x1.3

Notes: *1 Round up. *2 Round down. *3 calculate the mean amount of damage done by the weapon in one hit. Multiple the mean by the factor indicated above to determine the penalty or bonus. A damage amount rolled during combat that is zero or negative indicates a hit that did no damage. Examples: Unsurpassed Long Sword Price WP SF D. Amt. Poor Dagger Price Hand Combat: WP SF D. Amt. Missile Combat: WP Range: Point Blank Short Medium Long Extreme

= 2800 BUCs =8 =4 = 4D6 + 4

(350 BUCs x 8) (5 x 1.6) (5 x 0.7 = 3.5) (4 x 3.5 = 14 x 0.3 = 4.2)

= 23 BUCs

(90 BUCs x 0.25 = 22.5)

=4 =3 = 2D6 - 2

(5 x 0.8) (2 x 1.2 = 2.4) (2 x 3.5 = 7 x - 0.2 = - 1.4)

=1

(2 x 0.8 = 1.6)

=1 =3 =6 =9 = 16

(2 x 0.8 = 1.6) (4 x 0.8 = 3.2) (8 x 0.8 = 6.4) (12 x 0.8 = 9.6) (20 x 0.8 = 16)

Effect of Quality upon Armor: Quality Poor Below Average Average Above Average Exceptional Unsurpassed

Price*1 x0.25 x0.5 x1 x2 x4 x8

D. Prot.*2,*3 x0.8/x1.2 x0.9/x1.1 x1/x1 x1.1/x0.9 x1.2/x0.8 x1.3/x0.7

SF Pen.*1 x1.2 x1.1 x1 x0.9 x0.8 x0.7

D. Rating*4 4 7 10 20 30 40

Notes: *1 Round up. *2 Round down. *3 The second column is used when the damage protection is negative. *4 The Damage Rating is the number of times the armor may absorb its maximum damage before being destroyed. Examples: Unsurpassed Plate Armor Suit Price = 240, 000 BUCs Damage Protection vs. Pierce = 22 Cut = 26 Blunt = 26 Chemical = 19 Stun = 39 Electrical = -18 SF Pen. =2 Damage Rating = 40

(30, 000 BUCs x 8) (17 x 1.3 = 22.1) (20 x 1.3) (20 x 1.3) (15 x 1.3 = 19.5) (30 x 1.3) (-25 x 0.7 = -17.5) (2 x 0.7 = 1.4)

Heka Calculating Personal HEKA By Gary Gygax It seems that some considerable number of JMs and players are confused about or uncertain of the Heka rules for personas. To help clarify the matter, here is a simple step-by-step checklist for determination of an individual persona’s Heka. Who Can Employ All Preternatural Heka Forms? That is, which personas are able to use the Heka generated from Mental, Physical, and Spiritual K/S Areas? The Mythus game (Chapter 13, page 276) tells us this: “About 1 individual in 100 is able to control Heka sufficiently to utilize it in castings.” Of those so able, 1 in 10 are able to employ all forms of TRAIT-related K/S Area-generated Heka. The Journey Master can thus make the following assumptions: HPs: In general, all are capable. 1 in 20 might be limited to one TRAIT form. HPGs: All can use all Preternatural Heka forms. EPs: In general, many are capable. 1 in 3 might be limited to one TRAIT form. FPs: Assuming Heka use, then: M only: 01-15 P only: 16-25 S only: 26-50 M & P: 51-55 M & S: 56-65 P & S: 66-75 All: 76-00 MPGs: All can use all Preternatural Heka forms. OPs: Modify the 1 in 100 rule, and the FP guideline above, as deemed suitable to the needs of the campaign. Remember, however, that truly mundane individuals haven’t a whole lot going for them in this regard. Who Has TRAIT Heka? I tend to JM liberally in regards Heka, and allow all HPs to have TRAIT Heka generation for their major TRAIT. If the JM desires to be less generous, then assume that as about 20% of Heka-using HPs are capable of Full Practice, they form a far-above-average sample of the typical Heka-able personas. Chance for possessing TRAIT Heka generation should be in the 35-50% range. Multiple TRAIT Heka generation is very clear. If single-TRAIT generation is possessed, then there is a 10% chance for two Traits generating Heka. That being so, then such personas has a 10% chance for possession of triple-TRAIT Heka generation. Note: If any persona is a Full Practitioner Mage-Priest, then the chance for generation of Heka from both Traits should be increased to the 35-50% range and to 15-25% for all three Traits. How to Calculate Full-Practice Heka 1. Determine TRAIT Heka base as applicable. 2. Find the lower of the two applicable K/S Area STEEPS for Full Practice (DMC/Magick, PCT/Religion) and multiply this STEEP by 10. (See #3 below in regards to Mages with Vocational Schools.) Add the applicable TRAIT. Total this with the second K/S Area involved (STEEP and TRAIT) to arrive at general Heka generated. 3. For the Mage’s Vocational School (Sub-Area) add STEEP and CATEGORY to find Heka generated there from. If the Vocational School has a STEEP total higher than DMC (basic K/S), then substitute it for DMC provided that Magick STEEP is not exceeded. For a Priest’s/Priestess’s Ethos (Sub-Area) add STEEP and CATEGORY to find Heka generated there from. If the Ethos has a STEEP total higher than PCT (basic K/S), then substitute it for PCT provided that the Religion STEEP is not exceeded. 4. For each additional School (Sub-Area) of a Mage add STEEP and MMCap ATTRIBUTE. 5. Total all Heka discovered through steps 1 through 4 above. This is the persona’s Full-Practice Heka. To it is added such other Heka as is generated from other K/S Areas that generate Heka. How to Calculate Partial-Practice Heka 1. Determine TRAIT Heka base as applicable. 2. To the applicable K/S Area STEEP add the applicable CATEGORY or ATTRIBUTE to arrive at Heka generated for each such K/S Area and Sub-Area. Note that partial-practitioners of Dweomercraeft/Magick use CATEGORY for these Areas, while applying MMCap ATTRIBUTE to STEEP in Sub-Areas. Partial practitioners of PCT/Religion do likewise, but are restricted to a single Ethos and add the SMCap ATTRIBUTE to STEEP. 3. Total all Heka discovered through steps 1 and 2 above. This is the persona’s Heka for the K/S Area in question. To it is added such other Heka as is generated from other K/S Areas that so generate Heka. Two Examples Morgana the Mage: Base Mental TRAIT Heka Dweomercraeft: STEEP 40 M TRAIT 110 Gray School: STEEP 50 x10 MM CATEGORY 55 Black School: STEEP 30 MMCap 20 Magick: STEEP 50 M TRAIT 110 Total Heka Available Marvin the Magician: Base Mental TRAIT Heka Dweomercraeft: STEEP 50 MM CATEGORY 50 Green School: STEEP 42 MMCap ATTRIBUTE 18 Elemental School: STEEP 32 MMCap ATTRIBUTE 18 White School: STEEP 22 MMCap ATTRIBUTE 18 Magick: STEEP 50 MR CATEGORY 50 Total Heka Available

110 40 110 500 55 30 20 50 110 975

100 50 50 42 18 32 18 22 18 50 50 450

No additions for various other likely Heka-producing K/S Areas considered. 1.

2. 3.

4.

Full Practice: If able to channel full Heka, the persona applies a multiplier of 10 to the higher of the following STEEP scores: Dweomercraeft or Vocational School (Sub-Area). However, if Magick K/S STEEP is lower than the one otherwise to be used, it is used instead, i.e. Magick STEEP must equal or exceed STEEP in Dweomercraeft and its Sub-Areas. Then to multiplied STEEP, and STEEP in the other K/S Area and Sub-Area(s), if any, is added Mental TRAIT score for K/S Areas, MR CATEGORY for Vocational School, and MMCap for all other Schools (Sub-Areas). Partial Practice: The persona adds STEEP to MM and MR CATEGORY scores for Dweomercraeft and Magick K/S Areas, respectively. For Dweomercraeft K/S Area Sub-Areas STEEP and MMCap ATTRIBUTE is added. Full Practice: If able to channel full Heka, the persona applies a multiplier of 10 to the higher of the following STEEP scores: Priestcraeft or Ethos (Sub-Area). However, if Religion K/S STEEP is lower than the one otherwise to be used, it is used instead (i.e. Religion STEEP must equal or exceed STEEP in Priestcraeft and its Ethos Sub-Area). Then to multiply STEEP and STEEP in the other K/S Areas is added Spiritual TRAIT score for K/S Areas and SM CATEGORY for Ethos. Partial Practice: The persona adds STEEP to SM and SP CATEGORY scores for Priestcraeft and Religion K/S Areas respectively. For Priestcraeft K/S Area Sub-Area Ethos STEEP and SMCap ATTRIBUTE is added.

Note: Dweomercraeft and Magick are the two K/S Areas necessary for Full Practice. Note: Priestcraeft and Religion are the two K/S Areas necessary for Full Practice (with the Vow [q.v.] required). Note that whether full or partial practitioners, those individuals with Priestcraeft/Religion K/S Areas can never have more than one Ethos Sub-Area. Each must select an Ethos, and the remaining four Ethos are forever sealed to them thereafter. Castings, STEEP, and Heka thus cannot and may not be gained from multiple Ethos. This is in sharp contrast to the Schools of the Dweomercraeft/Magick combination as detailed in Note 3. Regenerating Personal Heka Heka Source Means of Restoration ATTRIBUTE Sleep Prayer & meditation Trance

Time 6 hours 2 hours 1 hour

CATEGORY Sleep Prayer & meditation Trance TRAIT Sleep Prayer & meditation Trance

8 hours 3 hours 2 hours 10 hours 4 hours 3 hours

Heka Generated Through ACT Heka generated through TRAIT(s) base and K/S ability due to ATTRIBUTE, CATEGORY, and/or TRAIT addition to STEEP must be regained separately from other (STEEP) Heka and is restored as is shown on the ACT Heka Regeneration table above. Readied Castings In the Mythus Magick book on page 26 under the optional STEEP modifiers, there is the cryptic mention of “readied” castings, showing a +10. That bonus is correct. Here is how to have an HP “ready” a casting. Ready Castings 1. Select up to three castings to be “ready.” From Known castings of the persona select three to be ready quickly, ‘just in case.’ It really doesn’t make any difference which K/S Areas are involved, or even which Known castings are selected. The type of casting selected is important. Example: Three are chosen. Let’s say, for the sake of this exposition, that one is a Charm, one a Cantrip, and one a Spell. 2. Ready them. It takes as long to ready a given casting as it does to cast one from an unreadied state. Thus, in the example given above it will take 1 CT for the charm to be readied, 5 CTs for the Cantrip, and 1 BT for the spell, a total of 16 CTs of time, or 48 seconds. During this time the practitioner must be totally undisturbed. Any disturbance means the preparation must begin anew. Some Heka could be lost if there is disturbance; see penalty A below. 3. Pay for them. The Heka needed to activate each and every casting for ready status must be paid for up front. As each casting is readied, the practitioner stores the Heka points required for activation along with the readied casting, more or less in a frontal lobe of his brain, shall we say. The Heka point cost might be relatively low (if all are under Grade V) or quite high. In addition, any R or PD additions must be made at this time and can’t be changed later. That is, the practitioner gets exactly what he paid for when the casting or castings were readied. When this is all done, each readied casting must be written down with all Heka costs/additions noted. Heka so expended is removed from the persona’s current total Heka. 4. Using a readied casting. The JM should allow not only the +10 STEEP addition for a readied casting, but should also allow a reduction in activation time as well. This is shown as follows: Casting “Readied” Eyebite Charm Cantrip Spell Formula Ritual

Activation time is now No different Same CT as cast, as last event in that CT 1 CT 2 CTs 3 CTs 5 CTs

You’ll notice that having castings readied is a big boon to practitioners as regards the delay for activation. This is offset to some considerable extent by the following. Penalties for Readied Castings A. If the caster is distracted/hit when reading or attempting to activate one of the readied castings, it and all others in readied state are lost. In that loss, all Heka expended to ready them is likewise gone. B. If the persona opts to employ a casting other than one in the readied state, all those in readied state are lost as regards being especially prepared. The Heka necessary to activate/reinforce a ready casting or castings is lost, just as in case A, above. Journey Master’s Purview By Gary Gygax The meaning of a school in Dweomercraft (The old saw about not being able to see the forest for the trees applies to this abashed author—as well as do brickbats for bad puns, ahem! Anyway, I’ll stick to my subject, and before any of you root around and then begin to bark about the matter, I’ll go out on a limb and—Ouch! That hurt. Okay, okay! No more puns. Nuts... OUCH! Not again. Honest, this time I really mean it. (One thing I always knew but never thought about in regards to articulation and quantification in the rules for the Mythus game was the schooling of would-be Mages. Let me put it this way: To be a skilled practitioner, full or partial, employing a Sub-Area, be it Black or White or those in between, I never considered anything other than intensive education—training, study, and practice—as a prerequisite. If the persona didn’t attend an institution of formal sort, then it was a given that the inculcation was as an apprentice in the hands of a great practitioner, but...) This is a relatively short column, but the contents are very important. The rule we shall here consider has a considerable impact on the campaign. If the Journey Master has an already-established campaign with Heroic Personas whose abilities violate the new material, there is nothing to be concerned about; we’ll cover such cases later on. For now, let’s get to the meat of the matter. Nowhere in the game rules does it tell you that if you aren’t a persona who has Dweomercraeft as a Vocation you don’t have a specialized School (that is, the persona doesn’t get a Sub-Area automatically when having or selecting Dweomercraeft as a Knowledge/Skill.) It’s true, though. If the persona isn’t a would-be Mage by Vocation, then it is assumed that only the basics of the ability are available. What does that mean? It means that only the General Castings are known and available to the persona of this sort. Here is the official rule, more or less as it will appear in the revised edition of the work (take a moment to peruse it...). Possession of the Dweomercraeft K/S Area does not automatically bestow a Sub-Area. Only those personas whose Vocation is Dweomercrafter are assumed to have gone to a college (or trained with a great Mage) and thus have had opportunity to know a School of Magick—Black, Elemental, Gray, Green, White, or any other—and thus possess a Sub-Area. Any non-Dweomercrafter persona possessing or electing to have Dweomercraeft and Magick K/S Areas, whether Full or only Partial Practitioner will thus have only the General Castings available. In order to gain a School (Sub-Area), a bonus or otherwise acquired K/S Area must be used to accomplish the addition of a Dweomercraeft Sub-Area (School). Examples: Roderick the Scholar possesses Dweomercraeft and Magick in his beginning Vocational K/S “bundle.” This applies only to “General” Castings, and does not include a School (Sub-Area). To gain such a Sub-Area it is necessary for a Bonus K/S Area slot to be used to acquire it as the persona is being developed. Acquisition can be made at some later time, of course, by purchase of the Sub-Area with Award Points. Tom O’Piper is a Thief persona for whom Dweomercraeft and Magick are desirable additions to his abilities. When these K/S Areas are selected, Tom will have only Dweomercraeft (General), no Sub-Areas, unless another Bonus K/S Area slot is used to acquire a School (Sub-Area). This can be done at some later time through purchase of the Sub-Area with Award Points. This also means that such a persona will never gain a bonus for Casting in a Sub-Area. One not vocationally schooled, as noted, can never employ Dweomercraeft Sub-Area as if “Castings as if in a Primary Area(s).” Unlike a vocational persona of Dweomercraeft, such individual will have at best General Castings of Dweomercraeft as primary and that if the individual is in fact principally oriented towards Dweomercraeft and Magick, even though no formal or special instruction has been obtained. Exception: The persona who at some point changes Vocation, and spends a sufficient amount of game time in study, might be ruled to become a true Vocational Mage/Magician. The time required is left to the Journey Master, but a minimum of two game years of intensive work is recommended. Is this unfair? On the contrary, it is realistic and very fair to those personas who are professional Mages or Magicians. Even a failed Mage, a partial practitioner, is then superior to the casual practitioner of Dweomercraeft as regards basic knowledge and ability. This is indicated in possession of a Sub-Area School without having to expend Bonus K/S slots or else use Award Points to later gain the first such Sub-Area. The fledgling caster of Dweomercraeft is assumed to have spent considerable time and effort to perfect the art. After regular education, that persona probably attended some college or university for many years, or else (in the case of the apprenticed individual) spent even more time and effort laboring under the demands of a great Mage or Wizard so as to be able to command both General and some special brand of Castings in addition to that. The result of this is the automatic gain of a Sub-Area of Dweomercraeft for the vocational individual. That reflects the education received. One might ask what about Priestcraeft? However, any persona with the Priestcraeft and Religion K/S Areas is assumed to have such training as is necessary for qualification in the field, and is thus entitled to a SubArea (Ethos) according to the relevant ethical precepts. This does not guarantee full practice ability, and Priest/Priestess status thereby, but knowledge of the Sub-Area is automatic. This brings us to the matter of calculating Heka for a persona. Let’s use the examples based on duplicate HPs with and without the Dweomercraeft Vocation, Full Practitioners and partial ones, all with M TRAIT of 108, MM and MR CATEGORIES of 54, and MM and MR Cap ATTRIBUTES of 20: Dweomercraeft Vocation Full Practitioner Heka Source Mental TRAIT Heka: Dweomercraeft STEEP 44 (x10) = 440 + M TRAIT 108 DMC (Green School) STEEP 44 + MM CATEGORY 54 Magick STEEP 44 + M TRAIT 108

Amount 108 552 98 152

Non-Dweomercraeft Vocation Full Practitioner Heka Source Mental TRAIT Heka: Dweomercraeft* STEEP 44 (x 10) = 440 + M TRAIT 108 Magick STEEP 44 + M TRAIT 108

Amount 108 552 152

Of course, there would then be all sorts of additions for other Heka-generating K/S areas. You get the picture. Let’s move on to cover both a partial practitioner and an HP with a different Mental Vocation but with both key K/S Areas in the basic bundle, assuming each has the same ACT score totals: Dweomercraeft Vocation Partial Practitioner Heka Source Mental TRAIT Heka: Dweomercraeft STEEP 44 + MM CATEGORY 54 DMC (Green School) STEEP 44 + MM CATEGORY 54 Magick STEEP 44 + MR CATEGORY 54

Amount 108 98 98 98

Non-Dweomercraeft Vocation Partial Practitioner Heka Source Mental TRAIT Heka: Dweomercraeft* STEEP 44 + M CATEGORY 54 Magick STEEP 44 + M TRAIT 54

Amount 108 98 98

There you have it, Learned Masters. This now brings you up to date on my latest thinking on this matter. As usual, your feedback is always appreciated. *Any Heka addition for any Sub-Areas is made at STEEP + MMCap ATTRIBUTE total, and never at MM CATEGORY as the Vocational persona can with the School Sub-Area. Making a Casting Known The time to needed to make an unknown casting “Known” is based on the number of things that a HP can study simultaneously (from MMPow), read from the chart on page 136 in Mythus 1. (i.e., an MMPow of 15 will give 3 ‘slots’ per day) The base time for memorization is 1 slot per grade. Casting time modifies total memorization as follows: Eyebite x1/4 total Charm x1/2 total Cantrip x1 total Spell x2 total Formula x3 total Ritual x4 total The HP’s STEEP in the area in which the casting is located also affects the total study time, based on the normal difficulty at which the HP can use the casting: Easy x1 total Moderate x2 total Hard x3 total Difficult x5 total Very Difficult x7 total Extreme x10 total This time is to make known an unknown or Studyable casting. If attempting to make a Recallable casting Known, or an unknown/Studyable casting Recallable, ½ the time is required. Once the total cost in ‘slots’ is determined, the HP divides that number by the number of ‘slots’ he can use per day, as determined by MMPow. Here are 2 examples: Take an HP with 15 MMPow (3 ‘slots’/day) with an Apotropaism STEEP of 41, trying to memorize Protection vs. Drowning Charm, an unknown grade IV casting. Grade IV = 4 slots Charm = x1/2 total time Hard = x3 total time (Grade IV spell is at DC Hard) Total = 6 slots Making an unknown casting Known, so there is no extra modifier. The HP has 3 slots in a day, so the spell is memorized in 2 days. Example #2 A Full Practitioner with a 41 STEEP in General Dweomercraft attempts to make a grade VI Formula Recallable. His MMPow is 16. This spell is, with his STEEP, at a DR of Very Difficult to cast. Grade VI = 6 slots Formula = x3 total time Very Difficult = x7 total time Recallable = x1/2 total time Total = 63 total slots A 16 MMPow corresponds to 3 slots per day, so this Formula would be Recallable in 21 days, a formidable task. As you can see, this system is weighted toward the quick memorization of short, easily used castings. Long or difficult castings take a great deal of time, as they must be understood as they are learned. This only leaves the question of whether or not the HP can be interrupted during the study of the casting. A simple way to interpret this problem is to say for every two days the HP interrupts his studies; an additional day is added to the end of the study time. So, in the second example, if the HP studied the casting for 20 days, and then took 4 days off, he will have to study for 3 more days, rather than the 1 he would have without the modifier. This represents the fact that if the HP is doing something else, he will slowly forget what he has learned, and will need to move back a bit to remember where he was. Custom Castings By Gary Gygax From Created Castings to Standards Journey Masters have certainly had to bear the brunt of complaints from those players who are bent on developing their Heroic Personas into the most powerful Heka-wielders of all time and probability. This is not an aspiration to be disparaged, but I hardly need say that it should be a virtually unattainable goal. Nonetheless, each Heka-employing HP with the ability to utilize castings will quickly cobble up new ones of his or her own devising. Then, of course, such individual will begin to bemoan the cruel fate that requires such exorbitant amounts of magical energy points for using the special Cantrip, Spell, or whatever. Well, once the campaign is underway for a sufficient period there is hope for the beleaguered Mage, Priest, or other practitioner. Yes, there is a method by which the Journey Master can allow a Specific Casting to be considered as Archetypal or Tutelary! There are seven steps the JM should follow in this process. I’ll list them here as a handy reference for the balance of this article and as a clip-and-swipe file for attachment to the campaign if the JM so desires. The seven steps are: 1. The player determines his HP is going to create a Specific Casting, and thoroughly researches the rules to ensure that he wastes neither his nor the JM’s time in regard to this creation of a Specific Casting. 2. The player writes down all aspects the Casting as if it were in the rules, i.e. using the format of the book. Appended to this exposition must be a worksheet showing each and every Heka point cost consideration applicable. 3. The Journey Master examines the work with critical care, adjusting TAD, R&D, etc. so that the final version is correct and the approved Heka point cost of the Specific Casting is fair. 4. The Journey Master determines the Grade of the new Specific Casting, basing his rating on commensurate Archetypal/Tutelary ones and the Heka point cost approved for the casting. This process will possibly cause the Grade to increase from the number suggested by the player. 5. Both the JM and player add the Specific Casting to their game material, so that when the HP attempts to use the Casting they each will have the necessary data. 6. Once the HP successfully activates the Specific Casting in a setting that accurately reflects one which is applicable for the general use of the casting, the ACE total of Heka is reduced by 10% when the Special Casting is next employed. This reduction can be doubled in the case of a Special Success. Each further successful activation of this nature will continue to lower the Heka point cost of the Specific Casting until it is at approximately at the cost of standard castings of the same Grade (such Grade as initially determined by the JM). Note: The JM might opt to keep it higher in Heka point cost by a Grade or two (or 20% above base) until a Special Success occurs, at which point it might drop to the base cost of castings of the Grade assigned. 7. At such time as the HP allows (or otherwise cannot prevent) a copy of the Casting to be held by another individual, then there is dissemination of the Specific Casting. In a year or so it will be known locally. In ten years it will be known nationally, and in a hundred it becomes common Aerthwide.

A.

B.

C.

D.

E.

F.

G.

Step one is the beginning, obviously. Also apparent is the likelihood of the player setting about creating a cheap Casting aimed at answering every dilemma with which his or her HP is likely to be confronted. Why belabor so obvious a point? To discourage the attempt right away. A world-altering casting is going to take tens of thousands of Heka points. Don’t bother with the rest of the process if it is an exercise in futility, save for a Great or higher deity! Players, pay attention. Be sensible in what you propose. The second step has a dual purpose. First of all, by actually sitting down and writing up the casting as if it were “from the book,” the player gets a better grasp of exactly what he wishes to accomplish, and at the same time understands the rules better. Be sure that you quantify the effect(s). If a missile is involved, for example, how fast does it travel? What Damage does it do, and what type if PD (Blunt, Cutting, Piercing, etc.)? When the work is finished to the player’s satisfaction, the result should be something that might be included in the Mythus Magick* book without being noted as aberrant and commented upon by an outside reader. (If you blush when you look at it thus, perhaps the casting needs some modification....) If your Specific Casting passes this test in your eyes, it must then go to the Journey Master. Step three is certainly the acid test, so to speak. The JM will look at the proposed new Specific Casting as if he were an outsider. By comparing and contrasting it with like castings, especially within the same K/S Area, the JM can decide the merits of the matter with relative ease. The JM will always keep an eye on the Time, Area, and Distance portions, as TAD is a critical measure of the casting. Even if they are properly paid for, sometimes the desired factors can’t be attained when considering the end result. For example, a full-blown storm out of a clear sky can’t be generated in a short time. There must be a delay between activation of the casting and the commencement of its Effect/Force/Material (E/F/M). If all seems right, it is then necessary to check the Heka costs, and the JM will do so carefully. Shaving a few points here and there is a likely ploy for the intelligent and creative player, just as is ignoring applicable Heka cost consideration areas. The JM must make certain that all applicable costs and adjustments are included in the total Heka point accounting. Close attention must be given to the Plane/Sphere costs attributed to the casting, for allowing something to slip by here means a far-undervalued final Heka energy (Grade) cost. The fourth step involves a fair amount of subjectivity. By comparing and considering of the cost, the Journey Master must place the Specific Casting into a Grade. The benchmark of the Archetypal/Tutelary castings provided should be the major factor in such a determination. Actual Heka cost could be anywhere from just a little above such Grade cost to five times greater, or more. Here is a rule of thumb for the JM in regards to Heka cost: 1. Up to 3x cost can be in the same Grade, i.e. a Grade V Specific Casting at up to 300 points of Heka is probably okay. 2. If cost exceeds Grade by more than a 3x factor, the Specific Casting should probably be bumped up one or more Grades, i.e. if it costs 400 points, move it from Grade V to VI, and at about 500 it might be Grade VII. Now, I know that there are Archetypal/Tutelary castings listed in the book to which this rule of thumb doesn’t apply. So what? Those magical works are assumed to have been around for centuries, pared to the bone as far as Heka requirements are concerned. Got that? Good! You are the JM, and it’s up to you, but there’s the extra ammunition to use in this regard if you need it. Of course, you can simply ignore the above rule and make determinations based solely on your campaign. Moving on to the fifth step, it seems too elementary to mention, but think of this: What happens if the JM doesn’t have a copy of the casting when the HP employs it? The potential for abuse is great. The Journey Master must have an exact copy of the Specific Casting. His copy is the “true” one and anything different on the player’s record is null and void until it is reflected in the JM’s version. Upon this the Journey Master must insist. Step six is also one that should be quite self-explanatory. Until the Specific Casting is actually employed successfully in a situation commensurate with the usual application, it can’t be known how well it works. That is, “laboratory” tests are fine, but until “field tested,” it is experimental! And by the way, the JM might rule that a Special Failure of any Specific Casting not previously successfully activated indicates that HP will never be able to create a casting of that sort. If the initial attempt results in a Special Success, the bonus of 20% reduction to Heka cost on the next successive use of the casting is quite sufficient. The JM might well decide that despite the HP’s best efforts, he will never reduce the cost of his Specific Casting all the way to the same as that for an Archetypal/ Tutelary casting of the same Grade. In regards partial practitioners or practitioners of the nonFull Practice arts who’s STEEP is below 50, this is certainly recommended. Thus, cost might always be one Grade above the stated rating of the casting. For instance, a specific casting of Grade I difficulty would then cost 35, not 20 points, one of Grade II 50 not 35, and so forth. Final cost is strictly a matter for the JM’s decision. I have a rule of thumb for this, too. If the HP devising the Specific Casting is Very Highly skilled (STEEP 51+), then the cost will eventually be that of Grade; he is a past master and knows his art. A Highly skilled HP (41-50) might get the cost to the Grade just one step above that of the Specific Casting, Special Success during an initial use indicating its cost is actual Grade. All others will pay a two-Grade penalty without a Special Success in the first attempt; that gains them a one-Grade penalty only. Again, these are my suggestions, not anything the JM must follow. Finally, the seventh step consideration regarding dissemination of the Specific Casting must be considered. Let’s face it, folks, the HP creating the casting have spent a lot of time experimenting and note-taking. When all is complete, he or she has a copy of the material pertaining to his Specific Casting. Whenever it is employed, any observers know something about it. However, until he or she actually distributes written details, or someone manages to get such documentation, the casting remains personal and private. A good casting will certainly elicit considerable interest, and possibly an avaricious desire in some quarters. This can be a matter of considerable fun in the campaign. The slowspread note is simply a dry matter of fact.

Here is an example of a Specific Casting in process. Let’s assume that a certain HPG named Magister Setne Inhetep decides he needs a unique bit of enchantment to employ against those of the Netherplanes. Here’s what the finished casting would look like when submitted to the Journey Master (in this case Thoth) by the player to whom this HPG belongs. Casting Grade V Priestcraeft, Ethos of Balance Drain Negative Heka Energy (Charm) Time: Instantaneous Area: 1 Subject (up to 1 cubic chain) Distance: Sight (to 1 chain) Other Heka Costs: None R&D: 1:1 above 99 (Specific to Inhetep, otherwise the caster’s SM CATEGORY) Other: 1 pt. per D6 additional (subject to a maximum number of D6 equal to the caster’s SM CATEGORY) E/F/M: When this Charm is employed the caster automatically depletes the subject’s supply of Negative Heka energy, whether personal or contained in reservoirs or both, by an amount equal to the caster’s Spiritual TRAIT. An additional amount of Heka up to the caster’s Spiritual Metaphysical Capacity in points of Heka can be expended to drain more energy from the subject. If additional Heka is invested in the Charm, then it likewise drains away the subject’s Negative Heka energy, each 2 points of Heka so invested draining 1D3 points of Negative Heka. The loss can be recovered by the subject only after a period of not less than 1 day and then only through means normal to that subject. Now let’s see what this will cost in Heka points: ACE Costs Time (Instantaneous) Area (up to 1 cubic chain) Distance (up to 1 chain) “ACE” Total= Charm Canon employed = Darker Mysteries Plane/Sphere drawn from = Entropical Entry Cost to Supernatural Place E/F/M result = Against subject’s nature Augmentation or Reduction of Nature Consideration Change of Nature Consideration, moderate Passive/Active Usage = active damage Total Other Costs Final Total Cost:

1 15 15 31 30 100 70 20 5 5 5 10 255 286

Total cost of the Charm, without addition for Resistance and added Heka draining, is thus 286 points. This falls nicely into the Grade V limits, so the JM agrees that that’s fine. However, as Heka above the ACE level is 255, he rules that the HP must spend 3 weeks plus (255 divided by 10=) 26 days doing nothing but working on this casting. The player shoots back that the HP is very skilled at not only Priestcraeft-Religion but also Dweomercraeft-Magick, having K/S STEEP of over 80 in both! The JM grudgingly agrees that the time required will be 1 week plus 26 days, or 33 days total. R&D cost is then negotiated. The JM finally allows that, because of the Canon and the Plane considered (as well as the HP’s STEEP), the casting “as is” should have some power built in. He rules that it will be equal to the HP’s Spiritual Metaphysical CATEGORY -- in Inhetep’s case, 99 points! Of course, because Resistance to be overcome will typically be equal to the subject’s total Spiritual TRAIT, the player knows that in dealing with Netherbeings he’ll have to add a fair amount to be on the safe side -- like about 101 points at least! To really drain much Heka a whole lot of extra points will likewise have to be cranked into the casting. This will cost about 500+ points of Heka to be effective, but it should be well worth it, and it gets better! When successfully utilized so as to make it a regular casting in his repertoire, the total cost will drop to 100 points (Grade V) plus 112 added for Resistance and say 88 for 44D3 extra Negative Heka points drain in the Damage area. The expenditure of 300 points of Heka for a real squelcher of a Netherbeing/malign item is truly energy well expended.

Inheritance Each and every Heroic Persona has a chance to have inherited some lands or goods from someone. To reflect this chance, as the wealth of the persona is being determined, make a roll to check to see if there is also an inheritance to be included in this category. This roll is made for every HP, including first-borns, even though they also have another chance to inherit because of that. The Base chance for inheriting is SEC Level adjusted by (SEC Level + current age -40). A minimum chance of 1% is always allowed. If inheritance is indicated, use the table below to determine category. Chance of Inheritance by SEC SEC Major 9 01-25 8 01-20 7 01-15 6 01-10 5 01-08 4 01-06 3 01-04 2 01-02 1 01

Moderate 26-75 21-75 16-55 11-45 09-30 07-27 05-20 03-10 02-05

Minor 76-00 76-00 56-00 46-00 31-00 26-00 21-00 11-00 06-00

So what constitutes a Major, Moderate, or Minor Inheritance? To avoid dictating to the JM, these guidelines are offered. The milieu of the campaign will describe the extent and values of the general information. JM Guidelines for Inheritance Values Major Inheritance Arms collection Art collection BUCs: 2D10 x 100,000 Carriage & team (4) Complete laboratory Factory/warehouse Full armor & shield Full furnishings Furs & silk clothing Gold vessels Jewelry ensemble Land section Library Manor (w/ lands) Relic Ship Silver service Stable of fine mounts

Moderate Inheritance Suite of arms Painting BUCs: 2D6 x 10,000 Wagon & team (2) Extensive material Inn/store Half-armor Bedroom suite Velvet garments Crystal vessels Several jewelry pieces Farm Shelf of books Villa Icon Barge China service Two fine mounts

Minor Inheritance Weapon Carved wood figure BUCs: 4D3 x 500 Cart & mule A crystal/some herbs Small shop Shield Desk Hunting garb Pewter vessels Ring Building lot Book Cottage Blessed symbol Boat Pottery service One average mount

The above serves as a model with which to develop other forms of inherited land and goods as needed. First-Child Inheritance An HP who is a first child has the following chance of inheriting the estate of his or her parents. (For game purposes, this is unlikely in the lower age ranges.) Age Ranges 1 2 3 4 5 7 8 9 10

Chance to Inherit 1% 5 10 15 25 40 55 75 95 %

Amount of Inheritance* 3D10 x 10% of HP’s Net Worth 4D10 x 10% of HP’s Net Worth 5D10 x 10% of HP’s Net Worth Equal to HP’s Net Worth + D% Equal to thrice HP’s Net Worth Equal to twice HP’s Net Worth Equal to twice HP’s Net Worth Equal to twice HP’s Net Worth Equal to twice HP’s Net Worth

*Excluding Disposable Monthly Income.

The base Amount of Inheritance assumes that the SEC of the HP’s family is one Class Level higher than the persona’s own. If it is lower or higher, a modifier is indicated as follows: Family SEC vs. HP SEC 8 levels higher 7 levels higher 6 levels higher 5 levels higher 4 levels higher 3 levels higher 2 levels higher Same level 1 level lower 2 levels lower 3 levels lower 4 levels lower 5 levels lower 6+ levels lower

Inheritance Amount Multiplier above result x 100 above result x 50 above result x 20 above result x 10 above result x 5 above result x 3 above result x 1.5 above result x 0.9 above result x 0.7 above result x 0.5 above result x 0.3 above result x 0.2 above result x 0.1 no inheritance at all

Socio-Economic Class-Based Adjustments (The following is excerpted from an article appearing in Journeys* Journal Number 1. It is included herein in order to facilitate the inclusion of the key rule material by JM and players alike. Insert in the Mythus Game rules following the end of page 62.) Class distinctions are important to the whole of the Dangerous Journeys* Multi-Genre Role-playing Game System and particularly so to its Mythus* Fantasy Game component. Those higher on the socioeconomic ladder will, by and large, have more opportunities and better education. That is, from birth they are exposed to the finer things, culture outside the immediate area, wider range of experiences, and early education (upbringing). Later they will have more and better education, learn a foreign language early on, be introduced to relatively important people, and enter society at a level commensurate with such background. Contrarily, those near the bottom of the scale will have less of these benefits, but they will probably have certain additional Special Connections, know a second language (because it is spoken at home, and might have “quirks” that aid them in being successful in their environment. It is thus possible to award something to assist the lower SEC range even as we take away from these ranks and add to those higher up. The Journey Master can elect to reflect SEC differences in the creation of the Heroic Persona by applying the information found on the table at the foot of the preceding page. If this SEC adjustment is used, then as a player develops his or her Heroic Persona, the SEC Level of the HP will affect a portion of the persona as noted. Special SEC-Based Adjustments Column A: HP SEC Level Column B: Additional. Foreign Language Column C: Other K/S @ 5 STEEP per

Column D: Additional. Special Connections Column E: Additional. STEEP @ 1 per K/S Column F: Additional Quirks A 9 8 7 6 5 4 3 2 1

B 1 1 1

C 4 3 2 1 -1 -2

E 3 2 1 1 2 3 4

E +9 +8 +7 +6 --2 -4 -6 -8

F 1 2 3 4

SEC-Based Adjustment Table (Notes) 1. Additional Foreign Language: The exact language gained should be determined by the JM with the aid of the player’s HP Profile, the game genre, and the campaign milieu. For the upper SEC Classes the STEEP will be that of the Class Level, i.e. 9 STEEP at SEC Level 9, 8 STEEP at 8, etc. For the lowest two the STEEP will be 2d10+5 minus SEC Level. 2. Other Knowledge/Skill Areas (at 5 STEEP per Area): Again, the Journey Master will determine which K/S Areas the persona can pick up based on the Profile, genre, and campaign. The HP thus benefits by having a smattering of knowledge in more K/S Areas, a reflection of the advantages of his or her SEC Level. 3. Additional Special Connections: This is simply a matter of using the table or allowing the player to decide later when his or her Heroic Persona will make a Special Connection. Naturally, the JM might find it reasonable to take a hand in the matter by personally determining such connections, creating special lists of them for this addition, and so forth. 4. Additional STEEP Points (at 1 per Knowledge/Skill Area): The added points of STEEP must be broadly distributed in that only one point may be awarded to any single K/S Area. This prevents too great a disparity amongst beginning Heroic Personas but adequately and reasonably reflects SEC effects. Although the header of the column doesn’t reflect it, there is also a penalty in STEEP for the lower ranks, albeit is not a very great one. Again, only one point may be taken from a single K/S Area. 5. Additional Quirks: This means exactly what it says: Those Heroic Personas not blessed by high Socio-Economic Class have the benefit of extra Quirks. If the JM keeps these added Quirks on the relatively moderate side, and makes sure they aren’t too powerful, then no Counter-Quirks are necessary.

KNOWLEDGE/SKILL AREAS MENTAL TRAIT K/S AREAS Agriculture 1. Animal Husbandry (including Groom work) 2. Crop Farming 3. Floriculture 4. Horticulture 5. Micoculture (mushrooms/fungi) 6. Viticulture Appraisal 1. Animals 2. Artworks 3. Buildings 4. China/Pottery 5. Crystal/Glassware 6. Furs 7. Garments/Cloth/Fabrics 8. General Goods/Workmanship 9. Gold/Precious Metals 10. Handicrafts 11. Jewelry & Gemstones 12. Land 13. Rugs & Tapestries 14. Woodworks & Furniture Conversational Foreign Languages Criminal Activities, Mental (1/10 STEEP) 1. Blackmail 2. Bribery 3. Confidence Games 4. Counterfeiting 5. Extortion 6. Embezzling 7. Fencing 8. Forgery 9. Fraud 10. Gambling Operations 11. Misappropriation Money Laundering 12. 13. Racketeering 14. Vice Domestic Arts & Sciences 1. Cooking & Nutrition, Commercial 2. Cooking & Nutrition, Household 3. Household Management, Commercial 4. Household Management, Household 5. Interior Design, Commercial 6. Interior Design, Household 7. Sewing & Tailoring, Commercial 8. Sewing & Tailoring, Household Economics/Finance/Investing 1. Economics 2. Finance 3. Investing 4. Mercantilism (1/15 STEEP) Engineering (1/20 STEEP) 1. Civil, Bridges 2. Civil, Municipal 3. Civil, Roads & Highways 4. Hydraulic, Dams 5. Hydraulic, Other 6. Mechanical 7. Mining Espionage 1. Border Crossing 2. Clandestine Meetings 3. Information Gathering 4. Object Concealment 5. Recruiting Agents/Informants 6. Smuggling Foreign Language Fortification & Siegecraft 1. Besieging 2. Escalade Attack 3. Sapping 4. Siege Engines, Proximate 5. Siege Engines, Missile 6. Setting & Construction Gambling 1. Animal Fighting 2. Cards 3. Dice 4. Dog/Horse Racing 5. Sporting Events 6. Table Games Games, Mental 1. Croquette/Yard Games 2. Darts 3. Guessing/Riddle Games* 4. Parlor Games 5. Billiards 6. Strategic & Table Games* 7. War Games* 8. Word/Rhyming Games* *Supply automatic mental armor.

Influence 1. Debating 2. Demagoguery 3. Misinformation/Disinformation 4. Oration 5. Persuasion 6. Propaganda 7. Salesmanship Law (1/41, 51, 71, and 91) 1. Civil 2. Criminal 3. Government 4. Matrimonial 5. Probate 6. Tax Lip Reading & Sign Language Magick 1. Black School 2. Elemental School 3. Gray School Green School 4. 5. White School Perception (Mental) 1. Anticipating 2. Detecting 3. Noticing 4. Understanding Subterranean Earth 1. Flora & Fauna, Lower Levels 2. Flora & Fauna, Middle Levels 3. Flora & Fauna, Upper Levels 4. Lower Levels -The Deepdark Labyrinths 5. Middle Levels -The Midglooms Mazes 6. Sapient Dwellers in Subterranean Earth 7. Upper Levels -The Shallowshadow Byways Weapons, Military, All Other 1. Common Assault Weapons 2. Common Defense Weapons 3. Exotic Weapons 4. Missile Engines, Counterpoise 5. Missile Engines, Tension 6. Missile Engines, Torsion 7. Siege Engines, Proximate PHYSICAL TRAIT K/S AREAS Acrobatics & Gymnastics 1. Climbing 2. Jumping 3. Landing 4. Swinging 5. Tight-rope Walking 6. Tumbling 7. Vaulting Arms & Armor (1/10 STEEP) 1. Forging Other (non-sword) Edged Weapons 2. Forging Non-Edged Weapons 3. Forging Swords, Knives, & Daggers 4. Making Bows, Crossbows & Fletching 5. Making Chain Mail 6. Making Lamellar (banded and splinted) Armor 7. Making Leather/Cuir Bouille and Studded Leather Armor 8. Making Padded and Quilted Armor 9. Making Plate (fitted) Armor, Pieces of Plate Armor and Metal Shields 10. Making Ring & Scale Armor 11. Making Wooden & Leather Shields with Metal Reinforcing Combat, Hand-to-Hand, Lethal 1. Hands 2. Feet 3. Bagh Nakh 4. Billy 5. Brass Knuckles 6. Knife, Small 7. Hook 8. Nunchacku 9. Sais 10. Tui Fa Combat, Hand Weapons 1. Axe 2. Club/Mace Dagger/Knife 3. 4. One-Handed (1H) Swords 5. Pole Arm, Cutting 6. Pole Axe 7. Shield 8. Spear/Pole Arm, Thrusting 9. Two-Handed (2H) Sword 10. Whip/Flail Combat, Hand Weapons, Missile 1. Axe/Club/Hammer 2. Boomerang

3. Blowgun (blowpipe) 4. Bow 5. Crossbow 6. Dart 7. Knife/Dagger 8. Net 9. Sling 10. Spear/Javelin 11. Throwing Star Criminal Activities, Physical (1/10 STEEP) 1. Ambushing 2. Cheating 3. Forced Entry 4. Grab & Run (Smash & grab, etc.) 5. Hiding 6. Hijacking 7. Lockpicking 8. Mugging 9. Pick-Pocketing 10. Purse Cutting 11. Rustling 12. Shoplifting & Pilfering 13. Smuggling 14. Sneaking 15. Strongbox Breaking Cultured Palate 1. Beers, ales, stouts & Brewing 2. Beverages (coffees, punches, soft drinks, teas, etc.) 3. Foods 4. Gourmet Meal Preparation 5. Herbs/Spices 6. Perfumes, Incenses & scents 7. Spirits 8. Wines & Winemaking Games, Physical 1. Arm wrestling 2. Boxing 3. Climbing 4. Jumping 5. Leg Wrestling 6. Running 7. Swimming 8. Wrestling Gemsmith/Lapidary 1. Engraving/Enameling 2. Gemcutting 3. Jewelry Making 4. Metal Smithing (fine work) Hunting & Tracking, Weapons Jack of All Trades (1/10 STEEP) 1. Carpentry 2. Clothwork 3. Construction (general) 4. Improvement 5. Leatherwork 6. Masonry 7. Mechanics 8. Plumbing 9. Printing 10. Repairs 11. Roofing & Thatching 12. Smithing & Welding Juggling 1. Balancing Self & Items 2. Fire “Breathing” 3. Knife (et al.) Throwing 4. Sword Swallowing 5. Tossing & Catching Objects (Juggling per se) Music 1. A Cappella 2. Horns 3. Keyboards 4. Percussion 5. Stringed, Bowed 6. Stringed, Plucked 7. Woodwinds & Reeds Perception (Physical) 1. Hearing 2. Noticing 3. Searching 4. Tracking Police Work 1. Evidence Analysis 2. Evidence Gathering 3. Interrogation 4. Shadowing (following) 5. Stakeout Riding 1. Camels 2. Difficult/Unbroken Animals 3. Elephants 4. Horses, Mules & Asses 5. Mounted Combat 6. Racing

7. Teamstering Seamanship 1. Combat & Boarding 2. Command 3. Hull 4. Masts, Spars, & Rigging 5. Oared Vessels 6. Sailing 7. Signaling & Multi-vessel Operations 8. Supply & Cargo 9. Vessel Identification 10. Weather Sports 1. Individual Non-Violent Sports 2. Individual Violent Sports 3. Mounted Individual Sports 4. Mounted Team Sports 5. Team Sports Weapons Special Skill (1/25 STEEP, 1 weapon/10 STEEP) 1. Blind Fighting 2. Fast Draw 3. Florentine Fighting 4. Specific Target SPIRITUAL TRAIT K/S AREAS Animal Handling (1/25 STEEP) 1. Arachnids 2. Avians 3. Bovines/Ungulates 4. Canines 5. Chiroptera 6. Crocodilians 7. Equines 8. Felines 9. Insects 10. Loxodonts 11. Oophidians 12. Porcines 13. Simians 14. Ursines Buffoonery (1+1/10 STEEP) 1. Amuse 2. Belittle 3. Confuse 4. Distract 5. Enrage

6. Feel Assured 7. Pay Heed 8. Question 9. Re-evaluate 10. Suspect 11. Trust 12. Value Divination (1+1/21 STEEP) 1. Augury (Intestines, organs, etc.) 2. Omens (Birds flight, clouds, etc.) 3. Lots (Random pattern fall/occurrence) 4. Dreams 5. Water Patterns (Moved, poured out, etc.) 6. Fortune Telling (One slot plus one per 41 STEEP points) 7. Card Reading (Includes Tarot cards) 8. Crystal Gazing (Ball, shiny surface, etc.) 9. Numerology (Number combinations) 10. Palmistry & Phrenology (Hand lines & head bumps) 11. Rune Casting (Including I-Ching) 12. Tea Leaf Reading (Includes any dregs in a vessel) Heka Forging (slots automatically gained by STEEP) 1. Enhanced Objects 01-20 2. Enchanted Mechanisms 21-30 3. Heka Reservoirs 31-40 4. Detection/Information Items 41-50 5. Defensive Armor 51-60 6. Offensive Weapons 61-70 7. Casting Storage 71-80 8. Skill-Bearing Items 81-90 9. Spirit-Holding Devices 91 + Judgment 1. Animals 2. Background 3. Business 4. Occupation 5. Situation Multiversal Planes & Spheres 1. Abyssal Planes & Spheres 2. Ethereal Planes & Spheres 3. Alternative Material Planes & Spheres 4. Astral Planes & Spheres 5. Dimensional Relationships and Planes & Spheres 6. Elemental Planes & Spheres 7. Empyreal Planes & Spheres 8. Negative & Positive Planes & Spheres

9. Nether & Pandemonic Planes & Spheres 10. Shadow Planes & Spheres 11. Temporal & Panprobable Planes & Spheres Nature Attunement 1. Animal Relationship 2. Exotic Places 3. Growing Things 4. Natural Cycles 5. Personal Relationship Phaeree Folk & Culture 1. Culture of Borderer Races 2. Culture of Seelie Races 3. Culture of Unseelie Races 4. Races of Borderer Nature (Subterranean/Neutral Phaeree) 5. Races of Seelie Nature (Exterior Phaeree) 6. Races of Unseelie Nature (Interior Phaeree) Priestcraft 1. Balance 2. Gloomy Darkness 3. Moonlight 4. Shadowy Darkness 5. Sunlight Street-Wise (examples only) 1. City Petty Bureaucrats/Officials 2. Ecclesiastical Bureaucracy/Hierarchy (by pantheon) 3. Gypsies 4. Mercenary Bands 5. Nomadic Hunters 6. Nomadic Pastoralists 7. Prisons/Penal Servitude 8. Rural Agrarians/Peasants 9. Rural Aristocracy 10. Rural Freemen/Gentry 11. Rural Outlaw Bands 12. Ships, Merchant 13. Ships, War 14. Urban Beggars 15. Urban Merchants 16. Urban Police/Authorities 17. Urban Shopkeepers 18. Urban Tax/Tariff Officials 19. Urban Underclass (slums) 20. Village Elders 21. Villagers

MENTAL TRAIT K/S AREAS Agriculture: There are six Sub-Areas for this Area: Animal Husbandry (including Groom work) Crop Farming Floriculture Horticulture Micoculture: The growing, harvesting, and preparation of various forms of edible mushrooms and fungi. Viticulture Appraisal: There are minor changes in the Sub-Area coverage: Animals Artworks Buildings China/Pottery Crystal/Glassware Furs Garments/Cloth/Fabrics (from Garments alone) General Goods/Workmanship Gold/Precious Metals Handicrafts (Brass, copper, leather, etc.) Jewelry & Gemstones (from Jewelry alone) Land Rugs & Tapestries (from Rugs & Fabrics) Woodworks & Furniture Criminal Activities, Mental: Acquisition of Sub-Areas is at the rate of one per 10 STEEP points, or fraction thereof, of the individual. Thus, a persona with 21 STEEP in this Area would have three SubAreas, with a fourth gained at 31 STEEP, a fifth at 41, and so on. Economics/Finance/Investing: Note that the Sub-Areas are different hereunder, because the fourth one has sub-categories, each of which counts as a Sub-Area. Thus, the persona can never know all the Sub-Areas of this K/S. A. Economics: The ability to understand/employ the function and flow of currency, supply and demand, tariffs and taxation, and state/regional product. B. Finance: The ability to understand/employ banking (including costs and interest), loans, instruments of debt/credit, create shares and/or bonds, sell equity, and secure capital. C. Investing: The ability to understand/employ cash flow, return on investment, return on equity, rates of exchange, mortgage and debenture bonds, common and preferred stock, warrants, options, commodity trading, etc. Note, this doesn’t guarantee a sound investment, but the degree of risk (DR) will usually be known with a successful roll against this ability. D. Mercantilism (one slot per 15 STEEP): The ability to understand/employ the marketing principles contained in this general area to a specific sort of goods. It includes acquisition and purchase, importing/exporting, warehousing sale, distribution, and so forth. Once this Sub-Area is gained, the individual gets one sub-category hereunder for every 15 STEEP points possessed in the Area. There are many sub-categories of this ability. The various sorts of goods considered include: armor & weapons, hides/leather, metals, oil (cooking), pottery, salt, silk, spices, textiles, timber, wine, and wool. There are many other sorts, in fact, and in this regard the sub-categories of this Sub-Area are nearly endless. Engineering: The general ability of Engineering has the following Sub-Areas gained at the rate of one per 20 STEEP: A. Civil, Bridges: The ability to plan and oversee the building of all manner of bridges from rope suspension to arches and even cantilevered ones. B. Civil, Municipal: The ability to plan and oversee the building of communities, including the layout of streets, municipal structures, plazas and fountains, aqueducts, and sewers. C. Civil, Roads & Highways: The ability to plan and oversee the building of thorough fares across the countryside, including various sorts of terrain that must be traversed such as rough, marshy, etc. D. Hydraulic, Dams: The ability to plan and oversee the building of dams and reservoirs. E. Hydraulic, Other: The ability to plan and oversee the building of canals, locks, and spillways as well as dealing with navigable waterways such as rivers. F. Mechanical: The ability to plan and oversee the building of various mechanical things such as devices and engines to move objects, mills, and so forth.

G.

Mining: The ability to plan and oversee the excavation of open pit and tunnels/shafts, whether for the extraction of ore or the like or some other purpose. Note that the latter ability is subsumed in the Physical K/S Area, Mines & Mining. If this Sub-Area is possessed by a persona with that ability, 20% of the STEEP of the latter transfers to this one, but not to the entire Engineering K/S.

Espionage: The Sub-Area of Recruiting is expanded to include both Agents and Informants thus: Border Crossing Clandestine Meetings Information Gathering Object Concealment Recruiting Agents/Informants Foreign Language, Conversational: If the JM so rules, personas can acquire only conversational ability in a foreign language. They cannot read or write the language, but can speak it well enough. In initial Heroic Persona creation, two languages are chosen for each Bonus K/S Area choice slot so designated, and base STEEP is 2d6 plus MMCap for each. To acquire this Area later the APG cost is 4 per language, and that payment enables the persona to have a speaking ability of 5D3 STEEP. Naturally, when acquiring this ability after the persona is active, that persona must be in the land where the language is being spoken, or else be trained by one able to so speak. Fortification & Siegecraft: This K/S Area has the following Sub-Areas: A. Besieging: The ability to plan and construct a fortified encampment and draw siege lines to invest the enemy stronghold. Included hereunder are the destruction of water defenses and supply and the prevention of supplies/defenders reaching the invested fortification. B. Escalade Attack: The ability to direct the assault of a stronghold so that the attacking force is able to scale its fortifications and gain the interior of the place. This is typically done by filling in ditches and moats and then using towers and ladders to attain walls. C. Sapping: The ability to direct the destruction of the base of walls and other fortifications by sappers, the digging of tunnels by miners to undermine fortifications (then fill the space with combustibles to be burned) and cause the collapse of the fortification, and the use of counter shafts and/or tunnels to prevent undermining of fortifications. D. Siege Engines, Proximate: The ability to construct and employ the devices used to assault or protect fortifications. These include ladders, rams, siege towers, and the like. E. Siege Engines, Missile: The ability to construct and employ the devices that discharge missiles and other substances to assault the fortifications, devices, and their defenders/operators or the besiegers and their fortifications and devices. Such engines include the ballista, catapult, etc. F. Setting & Construction: The ability to select the best location and plan and construct the fortification thereon. This ranges from a temporary military camp to a large, concentric castle or the fortifications of walled community (but not the community itself). Games, Mental: This K/S includes both purely mental games and those which combine mental and physical coordination. An element of luck might often be involved as well. Resolve the success in the games as per the Gambling K/S. The following types of games are covered herein: Croquette/Yard Games Darts Guessing/Riddle Games* Parlor Games Billiards Strategic & Table Games* War Games* Word/Rhyming Games* *Note: These K/S Sub-Areas enable the possessor to create Mental Armor equal to 10% of STEEP, or up to the persona’s Mental Mnemonic Power ATTRIBUTE in strength providing there are sufficient points of personal Heka available to power the extra protection. In the latter case, the persona must expend Heka equal to the MMPow to gain the extra protection. Example: STEEP 30 means an automatic 3 points of Mental Armor. The persona has a MMPow of 16, so to get 16 points of Mental Armor rather than 3; 16 points of Heka must be expended. Influence: The Sub-Area Misinformation is expanded to include Disinformation, thus: Debating Demagoguery Misinformation/Disinformation Oration Persuasion Propaganda Salesmanship Weapons, Military, All Other: There are the following Sub-Areas in this ability: A. Common Assault Weapons: These include the use of boiling oil, dropped missiles, rolled logs, stones, fire carts, wildfire, etc. B. Common Defense Weapons: These include stakes, pigsfeathers, abbatis, chevaux de frise, hidden holes with stakes, and generally passive weapons. C. Exotic Weapons: These include all manner of offensive and defensive devices and engines employed in a siege such as man-catchers and anything else not being run-of-the-mill stuff. D. Missile Engines, Counterpoise: The trebuchet and its cousins. E. Missile Engines, Tension: The catapult and its cousins. F. Missile Engines, Torsion: The ballista and its cousins. G. Siege Engines, Proximate: These include siege towers, rams, cats (catapults), and so forth. The usual engines used to assault a stronghold. PHYSICAL TRAIT K/S AREAS Acrobatics & Gymnastics: The Sub-Area list is expanded to include Climbing (ropes, poles, etc. as is usual in this skill), thus: Climbing Jumping Landing Swinging Tight-rope Walking Tumbling Vaulting Arms & Armor: The acquisition of Sub-Areas is at one Sub-Area per 10 STEEP or fraction thereof. Thus, at 21 STEEP an individual with this skill will have three slots, but at 61 STEEP will have only seven, not all. The Sub-Areas are expanded and modified as follows: A. Forging Other (non-sword) Edged Weapons B. Forging Non-Edged Weapons C. Forging Swords, Knives, & Daggers D. Making Bows, Crossbows & Fletching E. Making Chain Mail F. Making Lamellar (banded and splinted) Armor G. Making Leather/Cuir Bouille and Studded Leather Armor H. Making Padded and Quilted Armor I. Making Plate (fitted) Armor, Pieces of Plate Armor, and Metal Shields J. Making Ring & Scale Armor K. Making Wooden & Leather Shields with Metal Reinforcing Combat, Hand Weapons: The Sub-Areas are expanded and clarified as follows: Axe Club/Mace Dagger/Knife One-Handed (1H) Sword Pole Arm, Cutting Pole Axe Shield Spear/Pole Arm, Thrusting Two-Handed (2H) Sword

Whip/Flail Combat, Hand Weapons, Missile: The Sub-Areas are expanded and clarified as follows: Axe/Club/Hammer Boomerang Blowgun (blowpipe) Bow Crossbow Dart Knife Net Sling Spear/Javelin Throwing Star Criminal Activities, Physical: The Sub-Areas begin with one basic slot and others are gained at the rate of one additional Sub-Area per 10 STEEP. Thus, an individual with 11 STEEP in this Area would have two Sub-Areas, while at 31 it would be four Sub-Areas. The Sub-Areas are expanded and clarified as follows: Ambushing (lurking in wait to surprise and attack) Cheating Forced Entry Grab & Run (smash & grab, etc.) Hiding Hijacking Lockpicking Mugging Pick-Pocketing Purse Cutting Rustling Shoplifting & Pilfering Smuggling Sneaking Strongbox Breaking Cultured Palate: The Sub-Areas are expanded and clarified as follows: Beers, ales & stouts & Brewing Beverages (i.e. coffees, punches, soft drinks, teas) Foods Gourmet Meal Preparation Herbs/Spices Perfumes, incenses & scents Spirits Wines & Winemaking Games, Physical: There are eight Sub-Areas (4 added hereunder): A. Climbing: The scaling of ropes, poles, trees, and relatively low rock surfaces such as ravines, bluffs, etc. B. Jumping: The usual sorts of jumping such as standing jumps and running jumps to cover distance, and jumping up to get over barriers. C. Running: This covers speed racing and long-distance (marathon) running. D. Swimming: The typical swimming race, both short-distance sprinting and long distance contests. *The K/S Area cross-feeds by 20% of STEEP to Combat, Hand-to-Hand, Non-Lethal for the Sub-Areas of Arm Wrestling, Boxing, Leg Wrestling, and Wrestling. For the remaining Sub-Areas it does as follows: Climbing STEEP is applicable to any sort of climbing of like nature. It also cross-feeds by 10% STEEP with Mountaineering. Jumping adds 10% to the persona’s jumping movement. Running allows an additional CT of time per STEEP point possible to use running movement rate. Swimming likewise allows an additional CT of time per STEEP point possible to use swimming movement rate. Games Physical Sub-Areas: Jumping adds +10% to Jumping distance, Running adds 10% to the duration one is able to maintain a running pace, including Endurance, and Swimming enables Swimming & Diving Movement rates. Jack of All Trades: The Sub-Areas are acquired at the rate of one per 10 STEEP or fraction thereof. An individual with 21 STEEP will have three Sub-Areas, while one with 71 STEEP will have eight. Carpentry Clothwork Construction (general) Improvement Leatherwork Masonry Mechanics Plumbing Printing Repairs Roofing & Thatching Smithing & Welding Mountaineering (replaces Mountain Climbing): The name “Mountain Climbing” is no longer applicable. The K/S Area is now Mountaineering. This ability extends to the knowledge of how to travel through and survive in mountainous terrain, traverse glaciers, etc. It enables the individual to judge the most accessible part of a mountain as regards scaling it and regarding mountain ranges allows the estimation of where passes might be found, and judgment as to height and so forth. Otherwise the same as Mountain Climbing. Police Work: The Sub-Areas are expanded and clarified as follows: A. Evidence Analysis B. Evidence Gathering: The finding of suspects and motives, establishing opportunity or lack thereof, searching for crime tools or weapons, questioning witnesses, checking alibis, searching for clues, etc. C. Interrogation D. Shadowing (following) E. Stakeout Seamanship: This K/S Area has a considerable number of Sub-Areas, as is appropriate to such ability as needed to command and sail ships: A. Combat & Boarding: The ability to maneuver and fight versus one or more enemy vessels, ram, or grapple and send boarding parties onto an enemy vessel. B. Command: The ability to command the crew of a vessel in all other operations included hereunder. C. Hull: The ability to know the vessels hull construction, maintain it, careen the vessel to clean its bottom of barnacles and weeds, repair damage to it, and generally keep it watertight and clean. D. Masts, Spars, & Rigging: The ability to understand the upper portion of the vessel in relation to its hull, to maintain the parts thereof, to replace lost or damaged masts, spars, and/or rigging (or jury-rig substitutes for emergency sailing to a place where proper repairs can be effected), and to alter the components to achieve a desired end. E. Oared Vessels: The ability to apply the other Sub-Areas of ability to a vessel that employs both sails and oars as motive power. (By itself, this Sub-Area is thus useless.) F. Sailing: The ability to achieve the optimum results for the vessel in calm, light winds, adverse winds, strong winds, storms, and even gales. The ability to stow cargo or jettison it to gain speed is also part of this Sub-Area. The ability enables the best use of the sails to counter adversity due to poor construction, round-bottomed (unworthily) vessels, etc. Included hereunder in addition is the ability to use extra sails to gain speed if the persona so ordering also possesses the “Masts, Spars, & Rigging” Sub-Area. G. Signaling & Multi-vessel Operations: The ability to understand and use signal devices such as flags, pennants, and lanterns to pass information to and from other vessels. In addition, the Sub-Area includes the ability to maneuver a vessel in conjunction with one or more others so as to form a unified group (and thus form line ahead, turn in unison or at a point, etc.). H. Supply & Cargo: The ability to provision a vessel, keep the food and water good, load, stow, and unload cargo and supercargo, and keep all safely secured. I. Vessel Identification: The ability to identify by sight of rigging and/or hull the type and probable nationality of a vessel. This includes the ability to judge its burthen, sailing qualities, speed, etc.

J.

Weather: This is the ability to “feel” the weather. Its possessor can judge how long prevailing conditions are likely to last, sense when and where nearby variable light breezes are likely to play, detect an approaching storm, and so forth.

SPIRITUAL TRAIT K/S AREAS Animal Handling: This ability extends to the handling of all kinds of animals, but it also has special Sub-Areas. One such Sub-Area is gained for every 25 STEEP the individual possesses. Any animal within the category covered by the Sub-Area is then treated at double the actual STEEP possessed. Thus, for example, a persona with 30 STEEP and the Avian Sub-Area would handle birds as if 60 STEEP were possessed. The Sub-Areas suggested are: Arachnids Avians Bovines/Ungulates Canines Chiroptera Crocodilians Equines Felines Insects Loxodonts Oophidians Porcines Simians Ursines The Journey Master is encouraged to create any special Sub-Areas that apply to the campaign in question. Buffoonery: The ploys of this ability are Sub-Areas as well. The persona with this K/S Area begins with one base ploy Sub-Area, and for each 10 STEEP points or fraction thereof, one ploy Sub-Area is known and added. An individual with 41 STEEP will thus have 6 ploys. This means that a persona would have to have STEEP of at least 101 points to be able to use all dozen of the ploys listed. Dance: This ability pertains to the rigorous discipline of performing dance, such as with a troupe of acrobatic entertainers or ballet dancers. This Area does not include social dancing, although it does add 10% of its STEEP to Etiquette/Social Graces. While it is one of the Spiritual sorts, this K/S Area brings a distinct benefit to the persona’s Physical being. For every 20 points of STEEP possessed by a persona, this Area adds 1 point to that individual’s Physical Muscular and Physical Neural Capacity totals (each), thus increasing the Physical TRAIT by 2 points per 20 STEEP in Dance, subject to the human maximum totals of 30 per ATTRIBUTE and 180 TRAIT total. There is an important caveat. Each year the individual with this K/S must spend a minimum one month of time working to retain the STEEP possessed. For game purposes this need not be at intervals during the course of the game year. Furthermore, the individual must reflect this dedication by expending APs to retain current STEEP: 1 AP per 10 STEEP possessed. Each week of added practice lessens the required AP expenditure by 1 factor. Thus, for example, a persona with 50 STEEP must spend 1 month’s time and 5 APs to retain ability (50), but each week of time devoted only to practice of Dance in excess of the mandatory 1 month reduces APs required by 1. Failure to both devote time to practice and expend AP (unless made up for by adding practice time to meet the requirement stated) results in the loss of 2D10 points of existing STEEP, mitigated by a minus 1 on the total of the dice for each week of practice and/or AP point spent to retain ability, up to the normal possible to expend, i.e. 1 AP per 10 STEEP. Drop in STEEP can result in loss of Physical TRAIT and ATTRIBUTES. (So don’t take this K/S unless you are going to make sure your HP keeps up with the discipline!) Divination: A Sub-Area is gained initially, and a new one is added for every 21 points of STEEP. The Sub-Areas included hereunder are: A. Augury (intestines, organs, etc.) B. Omens (bird’s flight, clouds, etc.) C. Lots (random pattern fall/occurrence) D. Dreams E. Water Patterns (moved, poured out, etc.) F. Fortune Telling (addition): A Sub-Area is gained initially, and a new one is added for every 41 points of STEEP held by the individual. The Sub-Areas included hereunder are expanded and clarified thus: G. Card Reading (includes Tarot cards) H. Crystal Gazing (ball, shiny surface, etc.) I. Numerology (number combinations) J. Palmistry & Phrenology (hand lines & head bumps) K. Rune Casting (including I-Ching) L. Tea Leaf Reading (includes any dregs in a vessel) Judgment: This is the ability to be able to assess things and situations too. There are five Sub-Areas of this K/S: A. Animals: This adds 10% of its STEEP to the Animal Handling K/S Area. It conveys the capacity to assess an animal as to its state of mind, training, aggressiveness, and so forth. B. Background: Etiquette/Social Graces adds 10% of its STEEP to this Sub-Area. This conveys the ability to discern the SEC of the persona, although judgment of those from other cultures will be at a DR of Difficult or Very Difficult or even Extreme, depending on the differences. For instance a persona of Kelltic background would find it Easy or Moderate to judge those of like culture, Hard for all states bordering the Kelltic ones, and Difficult and greater for those beyond that circle. C. Business: This adds 10% of its STEEP to the K/S of Economics/Finance/ Investing. It is the capacity to assess both existing enterprises and determine potential for new ones. Without extensive background information most DRs will be at Hard and Difficult. D. Occupation: This adds 10% of its STEEP to the Street-Wise K/S Area. It is the ability to determine what the probably occupation of an individual is by seeing them. The more interaction and observation, the easier the DR gets, of course. If used in conjunction with Perception, Mental, it can be quite telling, for successes in Detecting and this Sub-Area should indicate a very near understanding of the subject individual’s work. E. Situation: This also adds 10% of its STEEP to the Street-Wise K/S Area. This Sub-Area concerns the comprehension of what is occurring, whether in the immediate surroundings or somewhere removed but of which details the individual is fully and properly advised. Multiversal Planes & Spheres: The Sub-Areas of this field of knowledge are as follows: A. Abyssal Planes & Spheres B. Ethereal Planes & Spheres C. Alternative Material Planes & Spheres D. Astral Planes & Spheres E. Dimensional Relationships and Planes & Spheres F. Elemental Planes & Spheres G. Empyreal Planes & Spheres H. Negative & Positive Planes & Spheres I. Nether & Pandemonic Planes & Spheres J. Shadow Planes & Spheres K. Temporal & Panprobable Planes & Spheres L. Dimensional Relationships and Planes & Spheres: This Sub-Area relates to the dimensional presences and their role in the formation of other planes and of spheres. It includes a grasp of the nine known dimensions, their form or function, and existence or lack thereof as a measure of other planes and spheres. (See Appendix H of the rules.) Street-Wise: To provide the reader with a better general idea as to the scope of this ability, a few examples are given below. Keep in mind that despite the great number of possible Sub-Areas, that once the persona has gained knowledge in a particular class of sub-cultures (say, those of a rural environment—aristocrats, freemen, outlaws, peasants), then that individual could lump the whole together as being Street-Wise in “Rural Life,” and use the vacant slots to gain new Sub-Areas at such time as the persona is exposed to a new situation for a time sufficient to gain the knowledge to fill the vacant slot or slots. No persona can ever be knowledgeable in all possible sub-cultures, but as Sub-Areas go from the specific small group to the general larger community or class category, this ability is greatly improved. City Petty Bureaucrats/Officials Ecclesiastical Bureaucracy/Hierarchy (by pantheon) Gypsies Mercenary Bands Nomadic Hunters Nomadic Pastoralists Prisons/Penal Servitude Rural Agrarians/Peasants

Rural Aristocracy Rural Freemen/Gentry Rural Outlaw Bands Ships, Merchant Ships, War Urban Beggars Urban Merchants Urban Police/Authorities Urban Shopkeepers Urban Tax/Tariff Officials Urban Underclass (slums) Village Elders Yoga: The possession of this ability also enables the individual to resist and endure cold temperatures, normal hereafter indicates the temperature and wind condition at which the individual would be healthy and relatively comfortable, considering the clothing worn and the moisture in/on that clothing. In regard to immunities, the individual is considered to be unharmed in such conditions even naked and wet. For instance, a yogi with 41 to 50 STEEP can endure any temperature above 30 degrees Fahrenheit. Yogi Abilities Table III: STEEP Cold Resistance (Degrees F) 01-10 10 degrees below normal for up to 6 hours 11-20 20 degrees below normal for up to 7 hours 21-30 30 degrees below normal for up to 8 hours 31-40 40 degrees below normal for up to 9 hours; cold above 45 degrees will not harm at all 41-50 50 degrees below normal for up to 10 hours; cold above 30 degrees will not harm at all 51-60 60 degrees below normal for up to 11 hours; cold above 15 degrees will not harm at all 61+ 70 degrees below normal for up to 12 hours; cold above -10 degrees will not harm at all

The Missing Mascots In the process of completing the Mythus Game and Mythus Magick book manuscripts it is no surprise that I overlooked not a few things... and thus the main focus of these early issues of this magazine, of course! Some brave soul at GDW did a word count on the combined rules plus Epic of Aerth book and came up with a million-word total. Anyway, one of the omissions was a “Mascots Table.” (Space for those who produce and/or like rules with little substance and a lot of puffery to jeer is provided by this parenthetical break.) Without further ado, here is the missing information. Insert in the Mythus Magick book, Page 334, Column 2, following “Hands” and prior to “Periapts:” Mascots A living and motive mascot is summoned by the Dweomercraeft, General Grade I Casting Summon Mascot Ritual or otherwise acquired by use of Heka, capture, purchase, etc. In the former case it is bound to the Dweomercrafter by means of the Ritual of the Heart Ritual. Otherwise it is treated especially as necessary to make it into a potential mascot -- trusting, friendly to its master, loyal, obedient, and so forth. To accomplish the latter, the would-be master must possess the requisite K/S Areas. In general these will be two or more of the following: 1. Agriculture, Animal Husbandry & Horticulture 2. Animal Handling 3. Herbalism 4. Mysticism 5. Nature Attunement, Animal Relationship & Growing Things For game purposes it is suggested that the JM limit the definition of a mascot to an animal or thing that resembles an animal or creature (such as a mandrake root). The mascot will have the following powers regardless of its nature, although those objects not actually living are limited in scope of use in noted instances: 1. Heka Resistance (Mental & Spiritual attacks, castings, etc.): This equals the Spiritual Psychic TRAIT of the mascot’s owner. 2. Heka Storage: A mascot can serve as a general Heka reservoir for up to 90 points if living, 50 if unliving. Heka stored in the mascot by its master cannot be drained off or otherwise by another. However, when the mascot is destroyed, any store of Heka remaining at the time of destruction inflicts Spiritual Damage upon the master on a one-for-one point basis. 3. Joss Storage: A mascot possesses 1 JF, which is usable by its master at any time by merely thinking it so. However, the mascot must be on the person of, touched by, within 10 feet of, in sight of, or Mentally or Spiritually linked to its master at that time. Innate Joss storage of any mascot is 1 factor, which returns automatically in 1D3 days after being drawn off and used by the mascot’s master. Additional Joss Factors can be placed within a mascot through a process of taking an existing JF from the master and bestowing it upon the mascot. This costs 100 Heka points and requires 1 AT of time. A living mascot can store no more than a total of 5 JFs. A non-living one can store up to 9 JFs. If this mascot is killed/destroyed in this process, then for every JF the mascot carried the master will take 2D6 in Physical Damage. 4. Luck: In addition to the Joss consideration, the mascot will convey to its master a continuous minor factor of luck. The mascot must be within range of normal sight of its master or else within a 10-foot radius if unseen. This luck is expressed as -2 in regards to any percentile dice roll needed to be made by the persona. Thus, a roll of 96 becomes 94, 50 becomes 48, and so forth. 5. Mental Link: The master of the mascot can at any time desired concentrate solely upon the mascot and thereby form a Mental link to the mascot. This requires the expenditure of 30 points of Heka per BT or fraction thereof of linkage. The master is then able to sense all that the mascot is able to sense. If the mascot is not living or otherwise has no senses comparable to those of a human, the master is still able to detect within a 10-foot radius of the mascot, 20-foot radius in the case of a mandrake, just as if the mascot possessed the normal five human senses. 6. Physical Link: The mascot can absorb Physical Damage normally accruing to its master or the master can absorb Physical Damage accruing to the mascot. To do so the mascot/master must be within range of normal sight of its master or else within a 10-foot radius if unseen. If this mascot is killed/destroyed in this process, then twice the number of points of damage that was sustained in the process accrue to the master in the form of Mental Damage. 7. Heka Link: The mascot can share any casting with the Area of Effect of self if within a 10-foot radius of the master at the time of casting. This cost an extra 30 points of Heka per shared casting. 8. Life Link: At any time the mascot is killed/destroyed the master must make a roll vs. Spiritual Psychic TRAIT/DR Hard or fall unconscious for 1D3+1 weeks. Journey Masters are, of course, quite free to alter the restrictions above in whatever manner they desire. Additions that are campaign-logical are encouraged. Familiar A mascot possessed by a spirit, typically Evil or possible Good, is a Familiar. It will possess the above characteristics and powers, plus some or all of those of a Fetish (q.v.). Small Land Animal School/Ethos Excluded K/S Area Excluded Badger Sunlight Apotropaism Cat None Alchemy Dog None Witchcraft Ferret** None Exorcism Fox White None Goat Elemental, Moonlight Exorcism Monkey Gray, Gloomy or Shadowy Darkness Mysticism Raccoon None Mediumship Rat/Mole White Apotropaism/Exorcism Squirrel None Fortune Telling **Fisher, Glutton/Wolverine, Marten, Mink, Polecat, Skunk, Stoat, Weasel Large Land Animal Ape Bear Boar Bull Cheetah Horse Leopard/Jaguar Lion/Tiger Lynx Wolf

School/Ethos Excluded None Black/Gloomy Darkness White/Sunlight Gray/Moonlight Black/Gray/Gloomy or Shadowy Darkness None None None Sunlight White/Sunlight

K/S Area Excluded Apotropaism/Mysticism Fortune Telling Exorcism/Fortune Telling/Spellsongs Mysticism None Herbalism/Witchcraft Conjuration/Necromancy Conjuration/Necromancy None Apotropaism/Exorcism

Flying Birds School/Ethos Excluded Crow/Raven Elemental Dove/Pigeon Black Eagle Black/Gray/Gloomy or Shadowy Darkness/Moonlight Falcon Black/Gray/Gloomy or Shadowy Darkness/Moonlight Hawk None Parrot None Other bird*** Black/Gloomy Darkness Owl Sunlight Swan/Goose None Vulture/Kite White ***Canary, Chicken, Hummingbird, Nightingale, Sparrow, Wren, etc. Unusual Types Bat Fish Lizard Mandrake Plant Scorpion/Centipede Snake Spider Toad/Frog Turtle

School/Ethos Excluded White/Sunlight None None White/Sunlight None White/Sunlight, Elemental None White/Sunlight None None

K/S Area Excluded Apotropaism None Apotropaism/Divination Apotropaism None Apotropaism Apotropaism Apotropaism Apotropaism None

K/S Area Excluded Apotropaism/Spellsongs Necromancy/Sorcery/Witchcraft None None Astrology Alchemy/Conjuration/Heka Forging/Mediumship Sorcery/Witchcraft None Herbalism Apotropaism/Exorcism/Spellsongs

Mystical Manifestations A. Combat, Hand-to-Hand, Lethal > Add to pages 162-163. Martial arts-related weapons and holds (Sub-Areas) employable by the trained persona include: 1. Foot 2. Hand 3. Bagh Nakh 4. Billy 5. Brass Knuckles 6. Cane 7. Hook 8. Kama (pair of) 9. Knife, Small 10. Nunchacku 11. Sais 12. Tui Fa 13. Neck Breaking Hold 14. Strangle Hold 1. 2. 3. 4. 5. 6. 7.

8.

B.

Bagh Nakh: The “tiger claws” described under the Combat, Hand Weapons section of the rules are also an instrument employed by the individual skilled in lethal hand combat. Billy: The small, round club which is also described under in the Combat, Hand Weapons section of the rules can be made far more deadly an instrument when employed by a martial artist. Brass Knuckles: Yet another addition to the fist, when used by a trained person the weapon becomes greatly dangerous. Information on this weapon is found in the Combat, Hand Weapons section of the rules. Cane: The seemingly harmless, or at best light defense weapon is indeed as potent as a sword in the hand of the individual steeped in the use of the cane as an attack instrument. Information on this weapon is found in the Combat, Hand Weapons section of the rules. Hook: A dangerous weapon but one which is slow changes to something entirely different when the one wielding it is able to use the weapon properly. Information on this weapon is found in the Combat, Hand Weapons section of the rules. Kama: A pair of these 18-inch hafted, curved-blade headed weapons are used to defend and attack with terrible execution from their cutting and/or piercing blades (adaptations of the simple sickle). Game information on this weapon is found in the Combat, Hand Weapons section of the rules. Neck Breaking Hold (see Hand Weapons Table, pages 236-237): This attack is an attempt to obtain a lethal grip on the target subject and break that subject’s neck. A Special Success indicates that the attack succeeds immediately, while a Special Failure indicates that the attacker has lost the hold and been thrown down prone. Otherwise the attacker must engage in a K/S vs. K/S contest pitting Combat, HTH-L STEEP against the victim’s STEEP in Combat, Hand-to-Hand, Lethal or Non-Lethal K/S. In the event neither of these abilities are possessed, the victim’s must rely upon PMPow. All contest checks are made with additions for height and weight as indicated to the attackers K/S roll, while the defender subtracts a like amount from his or her K/S roll. Special Success and Special Failure are treated as indicated above. This attack form can be applied only against human/humanoid opponents of relatively the same height and weight as the attacker. Height of the target subject may up to 3” greater, or 6” if the opponent is sitting down or prone or totally surprised. Weight of the target subject may be up to from 22 pounds greater if the opponent is sitting down or prone or totally surprised. For each inch or height and/or pound of weight above the indicated range, the attacker must add 1 to the dice roll for success. Strangle Hold Attack (see Hand Weapons Table pages 236-237): This is essentially an attack equal to that of a Garrote weapon without using such an aid and sans any opportunity for immediate death of the victim. (See Garrote under Combat, Hand Weapons.) This attack form can be applied only against human/humanoid opponents of relatively the same height and weight as the attacker. Height of the target subject may up to 3” greater, or 6” if the opponent is sitting down or prone or totally surprised. Weight of the target subject may be up to from 22 pounds greater if the opponent is sitting down or prone or totally surprised. For each inch or height and/or pound of weight above the indicated range, the attacker must add 1 to the dice roll for success. This attack is an attempt to obtain a lethal grip on the target subject and kill the victim by suffocation be preventing air from reaching the subject’s lungs. The attacker rolls against FAC to determine success. If there is a Special Success, then the target subject suffers both maximum Physical damage and is immediately Dazed. A failure indicates that the hold fails and no damage is inflicted. If there is a Special Failure the attacker has lost the hold and been thrown down prone. A regular success indicates that the attacker has the hold, delivers damage, but must then engage in a non-standard K/S vs. K/S contest pitting Combat, HTH-L STEEP against the victim’s STEEP in Combat, Hand-to-Hand, Lethal or Non-Lethal K/S. In the event neither of these abilities are possessed, the victim’s must rely upon PMPow. All contest checks are made with additions for height and weight as indicated to the attackers K/S roll, while the defender subtracts a like amount from his or her K/S roll. Special Success and Special Failure are treated as indicated above. The K/S vs. K/S contest is ongoing from CT to CT if neither party succeeds -- both fail or both succeed. In such event action moves to the following Critical Turn, there is a Physical damage roll for damage inflicted on the target subject, and then another K/S vs. K/S roll is made. This continues until the hold is broken (Special Failure or failure by the attacker without the same from the defender, Special Success or success by the defender without the same by the attacker), or else the continuing damage from the Strangle Hold reduces the target subject to below CL, in which case the defender is unconscious for 2D3 BTs time, and attacker may at option release the hold or slay the opponent automatically in the following CT. Martial Arts Weapons: Attack Tables

Bagh Nakh STEEP

Attacks/CT Damage Base

01-15 16-30 31-40 41-50 51-60 61+

2 2 3 3 4 4

Billy STEEP

Attacks/CT Damage Base

01-15 16-30 31-40 41-50 51-60 61+

1 2 3 3 4 4

41-50 51-60 61+ 2D6 1+2D6 2+2D6 3D6 1+3D6 3+3D6

2D6 1+2D6 2+2D6 3+2D6 1+3D6 2+3D6

Brass Knuckles STEEP Attacks/CT Damage Base 01-15 16-30 31-40

2 2 3

C.

2D6 1+2D6 2+2D6

Cane STEEP

Attacks/CT Damage Base

01-15 16-30 31-40 41-50 51-60 61+

1 2 2 3 3 4

Kama STEEP

Attacks/CT Damage Base

01-15 16-30 31-40 41-50 51-60 61+

1 2 3 4 4 4

Knife, Small STEEP Attacks/CT Damage Base

NEW SPEED FACTORS

Add to Speed Factors table, page 210. Attacking (per each) Casting, to begin/activate Casting, to Ready Changing Action Changing Target of Action Enchanted Object Use (Minimum time) Heka-Engendered Power Use Natural Weapon use Using staff-like magical device

3 4 4

2 2 10 2 6 1* 3 ** 6 or item’s Speed Factor

3+2D6 4+2D6 5+2D6

1+2D6 2+2D6 3D6 1+3D6 2+3D6 3+3D6

3D6 3D6 3D6 3D6 1+3D6 1+3D6

01-15 16-30 31-40 41-50 51-60 61+

1 1 2 2 3 3

Hook STEEP

Attacks/CT Damage Base

01-15 16-30 31-40 41-50 51-60 61+

1 1 2 2 3 3

Page 163, sidebar, ADD: Foot Attack (SF 3) Hand Attack (SF 1) Nunchakus (SF 3) Sais (SF 2) Tui-Fa (SF 2)

2D6+1 3+2D6 3D6 1+3D6 2+3D6 3+3D6

2D6 2+2D6 3+2D6 4+2D6 5+2D6 6+2D6

Note that Dazed personas have a +5 penalty to each of their Speed Factors in each CT. *Small items such as wands are at SF penalty 1, others have penalties equating to weapons, etc. **See page 310 for modifications to this. D.

THE 30-“Beat” CRITICAL TURN & SPACING OF ACTIONS THEREIN

Add to page 211, with rewrites as indicated. Optional Spacing of Actions: Normally, when a persona’s Initiative point comes up, that persona takes all actions and/or makes all of his or her attacks for that Critical Turn at once. Similarly [continue as printed now]...those effects. Note that in this option the standard CT (not that for Total Surprise) is divided into tenths of seconds, so there are 30 “beats” total in the three-second-long Critical Turn. Here are the guidelines: 1. A persona acts once at his or her Initiative score “beat”, then once again thereafter depending on the number so Speed Factors required to complete the first action. Say the persona was to rise (4), turn (2+3: changing action and turning), and then attack with a drawn dagger (2+3+2: changing action, attacking, use of dagger). To each of the Speed Factors shown, however, must be added any penalties accruing for any reason, including armor worn. Thus, in the above example, if there was a +2 SF penalty for armor, the total would be: 6, 7, and 8 -- at least 22 “beats of the 30 possible in the CT. If the persona in the example were “slow” in beginning activities in the CT, as indicated by a high score on the 1D10 roll, then the end of the CT might come before the last action, the dagger attack, could be taken. 2. Note that the Weapon Speed Factor is considered in regards to attack action (Combat, Physical) during the CT. Thus attacking with a hand has a 1 +3 Speed Factor, 1 for hand, 3 for attacking. In theory then, as many as 7 blows from the same persona’s hands could be struck during a three-second-long Critical Turn. 3. Even Missile Weapons are included, and the Speed Factor shown is applied accordingly. 4. In the event of Total Surprise, use a 20 “beat” CT division, and assume all HPs begin their activity at the same time, and no individual Initiative roll needs be made. The timing of any additional actions is then calculated by adding SFs to find when they occur, with the beginning of the CT on “beat” +1 and ending at the end of +20. Example: A mercenary named Konrad... hands (SF 1 normally, but these are Unalive things who are effectively Dazed, so their SF is actually 6). For... armor. The various personas and OPs concerned score Initiative as follows: HP “A”: SMSpd 22 HP “B”: MMSpd 20 HP “C”: PNSpd 18 Konrad: PMSpd 16 Zombie #1, PMSpd 6 Zombie #2, PMSpd 6

-D10 roll 2 -D10 roll 4 -D10 roll 6 -D10 roll 3 -D10 roll 1 -D10 roll 8

Casting 2 = Enchanted item use 2 = Weapon SF 3 = Weapons SF 7 = Hands 6, Natural Weapons 3 = Hands 6, Natural Weapons 3 =

-18 -14 -9 -6 +4 +11

This CT begins on “beat” -18 and ends after “beat” +11 (there is no 0 “beat,” of course, and counting goes from -1 to +1). On “beat” -6 Konrad strikes with his Sabre Axe. If he is entitled to two attacks, his next one will occur on “beat” +5, (attacking 3 + weapon SF 7 = 10 “beats”). Zombie #1 will have the opportunity to attack before Konrad’s second attack, but Zombie #2 will not. Note that in the case where the Zombies were Totally Surprised, the 30 “beat” division would allow all the HPs to act in concert at beat +1, so Konrad would strike then and 10 “beats” later on +11, but because of his slow weapon he would not get a third attack even if his STEEP otherwise enabled this. E.

COMBAT, HAND-TO-HAND, NON-LETHAL

Add after page 221 and following “Attack to Overpower DRs.” For each point of PMPow Physical Damage Bonus possessed by the persona, the effective greater weight difference of the defender is reduced by 25 pounds. Thus, for example, a +4 PD bonus due to PMPow means that the persona subtracts 100 pounds from the weight of the individual he is attacking, if that defender is heavier than he. Thus, the table above is adjusted for great strength, but never to a DR better than “Hard”. Attack To Stun (Add) The attacker rolls 1D6 or fraction thereof of STEEP points possessed. To that total he adds all bonuses for High Steep Damage Bonus and Damage Bonus for High PMPow. Example (Insert) ...and he rolls a 16 which is a Special Success for an automatic 24 points (4D6 at 6 each = 24) plus his bonuses. The poor... (and continue as printed) F.

NATURAL WEAPONS

Add to page 225. Speed Factor (new second paragraph): Natural Weapons of creatures have a base Speed Factor of 3, just as do human hands. However, details of the many possible variations to such speed are found on page 310, Natural Weapons List. Natural Weapons Speed Factor Table (Optional): Add to page 310 Ratio: Size of Attacking Creature vs. Human Size Attack Type 0.1 0.25 Bite 0 1 Bite, Snake 0 0 Claw/Talon 0 0 Constricting Horn/Tusk 1 1 Smash Trample 1

0.5 1 0 1 2 2 1 2

1 2 1 1 4 2 2 3

2 3 1 2 6 3 3 4

3 4 2 3 8 4 4 6

6 5 3 4 10 5 5 8

12 6 4 5 12 6 7 10

18+ 7 5 6 14 8 9 12

(Format note: in the above chart there is one tab between each column. Adjust your tab settings to allow extra space after the Attack Type.) G.

STRIKING WITH PRECISION MISSILE WEAPONS

Physical Combat, Lethal Final Attack Chance (page 226) Add the following at the end of this section: When a persona is employing a missile weapon of precision sort, such as a throwing knife or star or using a blowpipe, the JM may allow the following rule: When the opponent it wearing armor which would be likely to prevent any Physical damage from occurring in the event of a successful strike, then FAC is not the true final attack chance in such case. The attacker utilizing a precision weapon then finds actual attack chance (AAC) by finding the target subject’s armor and reducing the FAC according to these DRs: Armor Half ¾ Full

DR Difficult Very Difficult Extreme

Actual Attack Chance ½ FAC ¼ FAC 1/10 FAC

Make a normal dice roll, and if the AAC or less is scored, the precision weapon hits an exposed place and inflicts either a non-vital or vital strike -- no super or ultra-vital locations, so 01-40 equals vital. Note that this rule makes poisoned weapons far more dangerous.... H.

PARRYING RULE

Amend & Add To pages 228-229. Correction to second paragraph:

The durability of a weapon has to do with its likelihood of breaking when impacting another weapon, and the percentage chance of it taking damage is indicated by the number before the slash ( / ). The number of points of damage the weapon can withstand in indicated by the number following the slash. Exactly what these numbers mean is explained fully on page 228. For now, find the correct numbers for your HPs weapons on the Weapon Durability table below... (Remainder of paragraph as is.) ADD: When an edged metal (M) weapon (such as a chopper or sword) which is larger than a dagger parries a weapon of wood (W) or of Wood and Metal in Combination (C), the Weapon Points of the Metal weapon are deducted from the dice roll made for that weapon to damage the opposing one. This reflects the greater likelihood of the edged Metal of destroying the other sorts. Example: A chopper and spear meet in parry. The usual chance for being damaged for average quality weapons is: chopper durability 5/20 and spear 10/20. A roll of 5 or less damages the chopper, a roll of 10 or less damages the spear. When the roll for the spear is made the result is reduced by the weapon points of the chopper, 6, so that any result of 16 or less indicates the spear has been damaged in the parrying action. I.

APPLYING PHYSICAL DAMAGE

Add to pages 229-230; insert just prior to the paragraph beginning “Wound Level.” Physical Damage and Armor: No non-magical armor is perfect, nor does the best of it make the wearer invulnerable. Thus, even if armor protection exceeds the total possible Physical Damage deliverable by an opponent’s weapon, whenever a Special Success is rolled, that hit will inflict Physical Damage on the otherwise invulnerable opponent. There are two cases: a. In the case where there is no bonus to PD for PMPow and/or high STEEP, then the amount of Damage inflicted is 1D6 with no Hit Location modifier. b. In the event there is a bonus to PD for PMPow and/or high STEEP, then the amount of Damage inflicted is the bonus amount with a modifier for Ultravital, Super-Vital, Vital, or Non-vital. This rule reflects sheer chance but also considers the strong and skilled by allowing some considerable PD to pass the armor, through a combination of good fortune and ability on the part of the attacker. J.

QUICKER LARGE-SCALE COMBAT

Add between pages 234 and 235. Quick Large-Scale Combat Rules Heroic Personas: All combat activities for HPs will be carried on by their respective players as if combat were standard, but any Special Success in hitting automatically slays a weak foe or else scores automatic Super Vital damage (x3) as well, so no need for a Strike Location roll. OP Foes: The JM will roll 1D3 or 1D6 to find the initiative number for the mass of OP foes of the HPs. Any HP actions prior to it will occur before all OPs have their go. Then, for each group of foes, the JM will roll a single die to find out how many hit. Use the following rule of thumb: 4-6 weak foes, 2-3 strong, 1 very strong 1D6, 1-2 = hits 5-6 strong, 3-4 very strong 1D6, 1-3 = hits 5-6 very strong foes or 1-2 monsters 1D6, 1-4 = hits All OP hits are scored at mean damage amount, plus additions if applicable: 3D3 = 6 3D6 = 10 5D6 = 18 2D6 = 7 2D10 = 11 6D6 = 21 4D3 = 8 4D6 = 14 4D10 = 22 5D3 = 10 3D10 = 17 If hits are indicated, roll D% for each to see if any are Special. Find damage amount, regular or special. Roll Strike Location and multiply. Reduce total by target armor protection. Apply remaining points as loss to target subject’s P TRAIT. K.

REALISTIC COMBAT

Add between pages 234 and 235. Facing Use a standard hexagon grid for combat, as this develops clear-cut cases. In all examples that follow, it is assumed that the individual in question is right-handed and has a shield. A persona both able to and actually fighting Florentine can weapon-parry as if such were a shield as regards to position. Front

Left

X

Right

Rear Front All weapon and shield parries possible. Dodging possible. All attacks possible. Left Front Shield parries only if there are attackers also at FRONT and RIGHT FRONT positions. Dodging possible. Right Front Weapon parries only if there are attackers also at FRONT and LEFT FRONT positions. Dodging possible. Flank (both) Degree of advantage for a flank attack depends on if the number of other attackers. If there is only one other, then there is advantage only if the flank attacker attains Surprise. If there are two or more others attacking from a front and any other position then: Flank attacker(s) STEEP bonus is +10 and DR is “Moderate, not “Hard”. Left Flank No parries or attacks possible. Defends with shield Armor Factors if applicable. No dodging possible. Right Flank No parries or attacks possible. Defends without shield’s Armor Factors. No dodging possible. Rear No parries or attacks possible. Defends without shield’s Armor Factors. No dodging possible. Degree of advantage for a rear attack is as follows: STEEP bonus is +20. Assailant’s DR for Final Attack Factor is typically “Easy”, or “Very Easy” in the case of flank and rear or rear and rear attacks in combination. Alternatively, rather than moving the DR from “Moderate” to “Easy” or “Very Easy” the JM can give a -10 or -20 on the dice roll(s) to determine if is a hit is scored, for this increases the chances for a Special Success quite dramatically and obviates any chance for Special Failure. Rear Attack Hit Location It must be assumed that the attacker is able to use more care in striking a blow from the rear position. Thus, there is a greater likelihood of scoring additional Physical Damage. Use the following table instead of the one printed in the rules book: Strike Location, Rear Attack D% Roll 01-25 26-60 61-90 91-00

Area Ultra-Vital Super-Vital Vital Non-Vital

Damage Modifier x4 x3 x2 x1

Surprise Rear Attack Assume +20 STEEP bonus and a Difficulty Rating of “Easy” -- “Very Easy” if the defender is absolutely unprepared for such an assault, i.e. dozing, concentrating on something else, etc.. If the attacking persona has regular K/S ability with the weapon through Combat or Hunting/Tracking, then also allow a -10 on the dice roll so as to increase the probability of a Special Success and disallow a Special Miss. Use the special Strike Location, Rear Attack table above if a hit is scored. Multiple Ranks of Attackers It is possible for two or more ranks of attackers to assail a defender, but there are several cases: 1. All rear ranks in a file have the same sort of piercing weapon -- such as spears or pikes. The length of the weapons must be such that front and rear ranks are able to attack simultaneously. Example: Front rank employs some sort of thrusting weapon, second rank uses a spear of at least 7-foot length, and rear rank is employing a spear or thrusting (piercing) polearm with at least a 10-foot length. 2. Diverse weapons are employed by back ranks, but because they are taller/mounted they are able to see over and thus employ their arms. This is a JM call for sure. In most cases some penalty for rear rank weapon SF must be awarded. Example: A gnome with an axe is in the front rank, a human with a hand-and-a-half sword behind the gnome, and a mounted crossbowman is in the rear rank. In this case the gnome’s attack will be made normally according to initiative. If third rank has lower initiative scores, then he discharges normally, but if either of the others go before him, then he must wait as many beats as they went before him to make his attack thereafter, so as to give them a chance to clear. The same is true with regard to second rank as regards first. Neither are affected by earlier discharge of missiles. A missile discharged/hurled at the same time another attack is going home has an equal chance of hitting friend as foe! Mounted Opponent(s) Assuming that the opponent (shown as X at left) is mounted, then the following modifications apply: Facing: Rear attacks on such an individual aren’t possible unless the attacker is likewise mounted or has a weapon with a reach of 3 or higher. (Rear attacks against the mount are possible, of course.) Multiple Ranks: Multiple rank attacks are somewhat easier if attackers are dismounted; however, front rank attack must usually be against mount, while successive attacks from the file can hit only the rider. Special Notes In regards to opponents with long body length, even a bull, for example, then all positions beyond the FLANK are considered REAR, unless the subject is able to see and defend against such attacks. Example: A bear on all fours, thus: Front Left Front

Right Front B

Left Flank

E

Right Flank

A Rear

R

Rear

Rear In regards to non-human and/or very tall opponents, the JM must first determine how high up attackers can strike, then make a decision as to whether or not its lower portions have locations which are above Non-Vital status. This will affect Strike Location multipliers. A long body might have only N-V locations. A giant might have only U-V and S-V locations in his legs with respect to rear attack (arteries and hamstrings). Damage vs. Great Mass Page 225: Insert this corrected table. In addition, note that in Mythic Masters* Magazine #3, Dave Newton offered much the same as the following, but stopping at 3600 pounds; this extends it a bit. Weapon Damage Bonus (per die of damage) for Great Mass Proportion (to human-size) Type Of Projectile 3x 6x 12x 18x 24x Hand or Hand-Hurled +1 +2 +3 +4 +5 Device-Propelled* +2 +3 +4 +5 +6 Proportion 3x 6x 12x 18x 24x

Weight Range 450-800 pounds 900-1500 1600-3500 3600-4800 4800+

A siege engine or a giant sized weapon; in the latter case the wielder must actually be large enough to operate the giant-sized device. JOURNEY MASTER’S PURVIEW In the Press of Melee: An Average Damage/Kill System by Gary Gygax A half-dozen Heroic Personas and some valiant mercenaries in their employ find themselves suddenly combating a horde of foes. The enemy are close, come rushing in. Missile weapons are plied, and a handful of the attackers fall dead or seriously wounded. That phase is over quickly, for after a couple of Critical Turns or so the foe are too near for such work. Hand-to-hand fighting begins. It will be long, hot, and dangerous work... In game terms, this means what? Well, a team is ambushed by a lot of lesser creatures. Let’s say by a three hundred goblins armed with their usual array of junk weapons. As they come bounding to attack, it’s a fairly simple matter for the players to roll for the use of their HP’s missile weapons, activate castings, and manage the FP mercenary soldiers’ rolls as well. The JM too has it pretty easy, for a 1D6 roll will determine how many missiles from the goblins are aimed at each defender, and some fast rolling will determine hits and missile. So a CT of such combat doesn’t take more than five minutes real time. Let’s be generous, for there’s always much discussion and peering at persona records and rules in such a situation. After half an hour has passed, the whole picture is clear to the players, they’ve had their personas react and pot off a dozen or more of the swarming mass of screaming and howling goblins. But now the rotten little monsters will be getting in their licks too. Play will bog down as the JM rolls dice endlessly for dozens of attacking goblins... or will it? Certainly this ambush is one which assumes that the bad guys don’t really know much about the strength of the HP team. The masters of the malign reason thus: Quickly toss whatever stuff is handy at the intruders, wipe them out, and prevent them from being a spoiling factor our Evil plot. What if the good guys are too tough for the force sent to attack them? So what?! Goblins are expendable, and if they don’t succeed we’ll learn what we need to really squash these do-gooders. The fight will be hot and heavy for a bit, and then the goblins should break and run off. Okay. Based on that the Journey Master decides on the following: 1. The front-line fodder: 270 goblins will have 54 P TRAIT (9s per ATTRIBUTE), a 35% chance to hit with missile or weapon, one attack/CT, all damage dice for weapons will be 3D6, and average armor of 4 points. WL: 40 CL: 49 2. The tough guys driving the company on: 27 goblin “sergeants” will have 74 P TRAIT, have 40% probability of successful weapon use, strike 1.5 times per CT, and ply weapons doing 4D6 +1, and have 8 average armor. WL: 55 CL: 66 3. The masters of the bunch: 3 “captains” with 88 P TRAIT, 45% ability, strike 2 times per CT, use 4D6 +5 weapons, and be protected by average armor of 12. WL: 66 CL: 79 4. Toss out initiative and action order! In this kind of a melee everything will occur near-simultaneously in the CT. In case of some special action it can be checked, but otherwise, its strike or be struck! 5. 10 CTs will pass before any loss impact will force a morale check on the goblins. If their losses exceed 20% (60 dead and/or critically wounded) then there’ll be a 50% chance of them retreating, with a +1 on the dice for every figure above 60 they’ve lost, but -10 for every HP/FP they’ve put hors de combat. Now the players can handle their own personas well enough -- three checks per player for the HP and the FPs means only a few rolls each which can be done simultaneously by the group -- trust, dear JM, trust! (And a few spot checks for “fudging” will discourage exaggeration of successes -- when caught, the offending player’s HP takes an automatic Special Success hit from a goblin, no parries, not mitigation by Joss. 6. So the players find the results for the personas they’re handling, and record successful strikes and damage: a. Special Success which critically wound or kill outright remove one goblin each from counter-attack,

b. Other critical wounds and kills are noted, and c. Lesser wounds are recorded separately. d. A Special Miss means no further attacks that CT for that persona and possibly a loss of weapon (usual check for that, honor system) Meanwhile, the JM must: A. Determine the number of attackers per HP/FP Size: Critical Turn less than 1x 1x 2-3x Initial/closing 1 1 1 2nd 2 1 1 3rd 3 2 1 4th and successive* 4 3 2 Assumes no surrounding possible, otherwise double the total. B. C. D.

Find the following data and note it: Overall Average Damage/attacker class Special Success Average Damage (select one method)

Go to the end of this article for the data, but here’s what is shakes out to be for the goblins used as an example, and assuming Weighted Special Success Average Damage: Weighted Special Success Ave. Damage Class Std. Any or 1-4 5-6 “Troops” 18 31 18 45 “Sergeants” 25 44 25 63 “Captains” Roll individually as EPs If the team has great armor, and it usually will (whether of normal or heka-based sort), use the weighted method for Special Success; otherwise apply the standard method. Why weighted? Look at the big end result which will be likely to get through any sort of protection, and you’ll understand. We’ll talk about Special Success in a bit. So let’s look at an example of applying this. Assume it is the 5th CT, and 10 HPs/FPs are engaging 40 goblins (A.A.= Averaged Armor). Hits Will Score (by type): Weighted Team Protection Standard Special Success 2 HPs have A.A. of 40 0 and 0 0/5 and 0/23 2 HPs have A.A. of 30 0 and 0 0/15 and 0/33 2 FPs have A.A. of 24 0 and 1 0/21 and 1/39 4 FPs have A.A. of 18 0 and 7 0/27 and 7/45 All numbers are Physical damage accruing to the target subject. The first number in a column is for the average goblin, the second for the “serjeant”. The Special Success set is for a roll of 1-4 and 5-6 expresses n/n. This table is an improvement, but it’s still too complicated for quick and easy play. Now to use the above information one must roll a D10 to see if there’s a “Sergeant” involved. What else can one do? Simplify once again, and assume that these twenty-seven baddies will be moving around and generally in the thick of things. To manage this, simply unify them with the regular goblins by adding 20% of their potential damage to each category. Then, toss out the “Any” determination for Average Special Success damage and use the Weighted form which reflects a 3x damage Strike Location roll thus: Wtd.Sp.Suc. Ave. Dmg. 1-4 5-6 Goblins (unified) 23* 57 *This number is also Physical damage inflicted by a normal success. This makes things easier, thus: Hits Will Score (by type): Team Protection Standard Wtd. Sp. Success 2 HPs have A.A. of 40 0 0 or 17 2 HPs have A.A. of 30 0 0 or 27 2 FPs have A.A. of 24 0 0 or 33 4 FPs have A.A. of 18 5 5 or 39 For every 10 goblins assume there will be 3 or 4 successful strikes. Roll 1D6: 1-2 = 3 successful strikes, 3-6 = 4 successful strikes. We have 40 attackers, so let’s assume 15 successes. Each HP/FP is given 1, and the remaining 5 are randomly distributed by use of D10 to see who gets one, no more than 2 per HP or FP, though. If the persona to be hit has a Dodging Factor, then pass the hit on to another. Parries available may be tried so as to negate success by the goblins. What about Special Success? There could be one or even two in the group of 15, but that won’t be known until Parries are stated. Here’s how to find is any Special Success hits occurred: For each 10 Standard roll D%. If the result is equal to or less than STEEP, there is a Special Success hit. How do you find a STEEP for a mixed “Troops” and Serjeant” group? Use 35 as a base, toss in 40 x1.5 x0.1. That equals only 4.5, of course, and distributed over nine other goblins it doesn’t affect things significantly. Being a typical JM, however, give the benefit of the doubt to the baddies and raise the base chance to 36, and that’s easier too, for it leaves a clean 18% for half chance. Now you need only roll D% twice. Once for 10, looking for 36 or less, once for 5, looking for 18 or less. If either roll is made, then a Special Success occurred, and a 1D6 roll is made, looking for a result of 5-6 to indicate a Strike Location multiplier applies. We have 15 successes, and let’s assume the checks result in D% rolls of 44 (no Special Success) for the first 10 goblin hits, but an 05 (a Special Success) for the remaining 5 hits. If hits 11-15 have one or more Parries, then the Special Success might not occur at all. Roll 1D5 to find which hit is the special one, and check against Parries. If the hit is unparried, then roll 1D6 and if 5-6 results, then the target subject takes 57 rather than 23 points, less armor protection subtraction, from Physical TRAIT. Now that’s an “OUCH!” from even a heavily armored chap, isn’t it? Of course that’s not going to occur frequently. Rightly so. In fact, in a protracted melee the knightly types should be exhausted from cutting down goblins long before they themselves are too wounded to continue. Not so the poor FP without such heavy armor, and even the less well-protected HPs will probably be brought low before all the goblins are slain. That’s not quite right, and that is why morale is included. At the end of 10 CTs of melee, a force such as projected for the team should have done for 60 of the goblins -- probably with a few to spare, in fact. However, there’s probably one or two critically wounded FPs about, so the goblin morale should be at around the 50% to 60% mark. Let’s assume that they hold firm and keep at it. After all less than a minute of time has passed. Now, though, there is the effect of minor wounds to consider. At the end of each CT after 1 BT of melee, check again at a +1 on the goblins’ dice for every 10 minor wounds recorded by the team. This accounts for the effect of seeing a lot of one’s fellows bleeding all over the place. In truth, the hapless goblins should break and run off before the end of 20 CTs of such melee, for they haven’t a prayer of defeating the team without taking horrific numbers of casualties. But of course when they do break and flee they’ll take a few more losses, for the +20s to strike should be carries over to Strike Location too, and that means every able team member will lay one or two of these baddies low before the goblins get clear of the fight. The “captains” might try to rally their fleeing forces. That’s up to the JM. It might be a reward for the players too, for then their HP’s could confront in single combat these meanies, and at last do more than hew down miserable, frothing fodder-goblins. The story involved dictates this sort of thing. Now the melee has been long and exhausting in game time -- about as difficult for the players in terms of their stamina as it would be for real combatants. Your work as Journey Master, though, allows the difficult time to pass in relatively swift and exciting manner, though, rather than as an endless chore for all concerned. To enable this effort, and to make it less demanding, we’ve included the average numbers you need in Bestiary, Volume II, Phaeree Realm, so as to be able to prepare for these sorts of melees. The tables below are the sort used to get to the final data you need to make melees faster and still retain the realistic game facets you find dear in the Dangerous Journeys game system. Base Overall Average Damage #D6 Resulting Average Damage 1 6 (6.125) 2 12 3 18 4 24 5 30 6 36 7 42 8 49 Average Weapon Damage Addition Addition by Method Ave. Dmg. Any Weighted Special Success Bonus Success 1-4 5-6 +1 1 (1.75) 1 3 2 3 2 6

3 4 5 6 7 8 9 10 11 12 13 14 15

5 7 8 10 12 14 15 17 19 21 22 24 26

3 4 5 6 7 8 9 10 11 12 13 14 15

19 12 15 18 21 24 27 30 33 36 39 42 45

Special Success, Average Damage ( STEEP chance per 10 like attackers) Resulting Average Damage Roll of D6 Result #D6 1 2 3 4 5 6 7 8

Any 10 21 31 42 51 63 73 84

1-4 6 12 18 24 30 36 42 48

5-6 15 30 45 60 75 90 105 120

Mythus Total Castings List ALCHEMIST ARCHETYPICAL CASTINGS 48 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Alter Complexion Spell Decipher Writing Charm Know Chemical Spell Question Elemental Formula Reveal Invisible Writing Cantrip Rope Homunculus Formula

(160) (160) (161) (161) (161) (161)

Grade II Castings (Base Heka Cost: 35)

Page

Acid Jet Cantrip Alter Hair Properties Spell Charnok's Corpse Golem Formula Decryption Spell Know Chemical Compound Spell Summon Elementary Ritual

(161) (161) (161) (162) (162) (162)

Grade III Castings (Base Heka Cost: 50)

Page

Alkaline Shower Cantrip Alter Skin Spell Heka Reading Cantrip Homunculus Ritual Identify Potion Spell Lightning Rod Charm

(163) (163) (163) (163) (163) (163)

Grade IV Castings (Base Heka Cost: 75)

Page

Alter Eyes Charm Fludd's Fire Spell Know Alchemical Work Spell Non-Conductivity Cantrip Wateracid Spell Wood Golem Ritual

(163) (164) (164) (164) (164) (164)

Grade V Castings (Base Heka Cost: 100)

Page

Alter Facial Features Formula Braccesco's Artificial Elemental Ritual Conductivity Spell Invisibility Cantrip Leather Golem Ritual Metalgrow Formula

(164) (165) (165) (165) (165) (165)

Grade VI Castings (Base Heka Cost: 125)

Page

Clay Golem Ritual Control Elementary Formula Heka Binding Ritual Ironwood Spell Reduce Heka Flow Cantrip

(166) (166) (166) (166) (166)

Grade VII Castings (Base Heka Cost: 150)

Page

Alfabri's Eldritch Fire Cantrip Change Heka Energy Charm Control Elemental Formula Increase Lifespan Ritual Stone Golem Ritual

(167) (167) (167) (167) (167)

Grade VIII Castings (Base Heka Cost: 200)

Page

Da Vinci's Reverse Motion Charm Metal Golem Ritual Reverse Result Cantrip Work Tau Ritual

(168) (168) (168) (169)

Grade IX Castings (Base Heka Cost: 250)

Page

Alcahest Formula Enchantment Ritual Remove Years Ritual Simulacrum of Parcelus Ritual

(169) (169) (169) (169)

APOTROPAIST ARCHETYPICAL CASTINGS 50 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Abram's Safekeep Formula Iron Nails Charm No Surprise Spell Protection From Blindness Spell Protection From Fire Cantrip Safe Passage Ritual

(170) (170) (170) (170) (171) (171)

Grade II Castings (Base Heka Cost: 35)

Page

Harn's Hidden Passage Spell Minor Consecration Formula Protection From Animal Attack Spell Protection From Deception Cantrip Protection From Paralysis Charm

(171) (171) (171) (171) (171)

Warning Alert Formula

(171)

Grade III Castings (Base Heka Cost: 50)

Page

Alchindus' Sigil Formula Eviltrack Agony Charm Full Consecration Ritual Protection From Poison Spell Protection From Venomous Creatures Spell Unseen Sentinel Spell

(172) (172) (172) (172) (172) (172)

Grade IV Castings (Base Heka Cost: 75)

Page

Backbiting Cantrip Disrupt Casting Effect Cantrip Invisibility To Undead Cantrip Protection From Disease Spell Protection From Drowning Charm Protection From Fear Spell

(172) (173) (173) (173) (173) (173)

Grade V Castings (Base Heka Cost: 100)

Page

Abjure Spell Chant of Guarding Cantrip Invisibility To Werethings Cantrip Protection From Curses Spell Protection From Petrifaction Spell Protection From Storms Spell

(173) (173) (173) (173) (174) (174)

Grade VI Castings (Base Heka Cost: 125)

Page

Abjure Cantrip Alruy's Spiritguard Ritual Doublesalt Charm Protection From Natural Accidents Spell Protection From Subversion Spell Undead Bone Formula

(174) (174) (174) (174) (174) (174)

Grade VII Castings (Base Heka Cost: 150)

Page

Invisibility to Heka Spell Ironspikes Charm Protection From Madness Spell Protection From Theft Charm Unseen Guardian Cantrip

(174) (175) (175) (175) (175)

Grade VIII Castings (Base Heka Cost: 200)

Page

Hallowing Ritual Prevent Formula Protection From Evil Spirits Spell

(175) (175) (175)

Protection From Impact Charm Silveriron Cantrip

(176) (176)

Grade IX Castings (Base Heka Cost: 250)

Page

Invisibility to Netherbeings Cantrip Netherbottle Spell Protection From Ill-Luck Charm Spirit Trap Cantrip

(176) (176) (176) (176)

ASTROLOGIST ARCHETYPICAL CASTINGS 44 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Astromancy Spell Heka Sense Spell Influence of Scorpio Spell Know Disposition Cantrip Minor Horoscope Formula Star Chart Place Formula

(177) (177) (178) (178) (178) (178)

Grade II Castings (Base Heka Cost: 35)

Page

Best Time Formula Chart Alchemical Operation Spell Elementscan Spell Influence of Venus Cantrip Influence of Virgo Ritual Star Chart Item Spell

(178) (178) (178) (178) (179) (179)

Grade III Castings (Base Heka Cost: 50)

Page

Ascendant Cantrip Chart Heka-Forging Formula Influence of Cancer Formula Influence of Mars Spell Know Truth Charm Major Horoscope Formula

(179) (179) (179) (179) (179) (179)

Grade IV Castings (Base Heka Cost: 75)

Page

Heka Sight Spell Influence of Aquarius Cantrip Influence of Libra Spell Influence of Mercury Spell Influence of the Moon Cantrip Kayyam's Wisdom Ritual

(180) (180) (180) (180) (180) (180)

Grade V Castings (Base Heka Cost: 100)

Page

Ætherscan Cantrip Arago's Influence of the Sun Cantrip Influence of Aries Cantrip Influence of Gemini Spell Influence of Sagittarius Cantrip

(181) (181) (181) (181) (181)

Grade VI Castings (Base Heka Cost: 125)

Page

Decan Cantrip Detect Evil Influence Formula Influence of Jupiter Spell Nostradamus' Circle of the Zodiac Ritual Trevyn's Star Portents Ritual

(181) (181) (182) (182) (182)

Grade VII Castings (Base Heka Cost: 150)

Page

Discover Gate Spell Incantation of Saturn Ritual Influence of Capricorn Formula Influence of Taurus Spell

(183) (183) (183) (183)

Grade VIII Castings (Base Heka Cost: 200)

Page

Discover Portal Ritual Influence of Leo Ritual Nostradomal's Forewarning Ritual

(183) (183) (183)

Grade IX Castings (Base Heka Cost: 250)

Page

Astralscan Spell Influence of Pisces Formula Shadzur's Foredooming Ritual

(184) (184) (184)

THE ETHOS OF BALANCE 36 Total Castings

Protection from the Elements Charm Response Cantrip

(118) (118)

Grade III Castings (Base Heka Cost: 50)

Page

Circle of Equity Spell Focal Point Charm Mask Life Cantrip Return Karma Spell

(118) (119) (119) (119)

Grade IV Castings (Base Heka Cost: 75)

Page

Aural Reflection Spell Meliorate Cantrip Sanctuary of the Scales Ritual Sphere of Confusion Cantrip

(119) (119) (119) (119)

Grade V Castings (Base Heka Cost: 100)

Page

Directed Consciousness Spell Enhance Purpose Spell Rebuttal Charm Wind of Change Cantrip

(120) (120) (120) (120)

Grade VI Castings (Base Heka Cost: 125)

Page

Balance of Power Cantrip Che Alignment Formula Dual Consciousness Spell Word of Dazing Charm

(120) (120) (121) (121)

Grade VII Castings (Base Heka Cost: 150)

Page

Elementary Opposition Cantrip Light of Truth Ritual Ritual of the Scales Ritual Swinging Door Formula

(121) (121) (121) (121)

Grade I Castings (Base Heka Cost: 20)

Page

Grade VIII Castings (Base Heka Cost: 200)

Page

Burlyone Charm Contingency Formula Detect Life Charm Discourse Cantrip Rapport Formula

(117) (117) (117) (118) (118)

No Time Formula Return Service Spell Scales of Time Formula

(122) (122) (122)

Grade IX Castings (Base Heka Cost: 250)

Page

Grade II Castings (Base Heka Cost: 35)

Page

Contemplation Ritual Drain Water Formula Enhance Aura Spell

(118) (118) (118)

Ærthquake Ritual Soul Search Spell Telling Point Cantrip

(122) (122) (122)

BASIC TUTELARY CASTINGS 42 Total Castings

Sanctum Ritual Symbol Of Entital Power Spell

(114) (114)

Grade I Castings (Base Heka Cost: 20)

Page

Grade VII Castings (Base Heka Cost: 150)

Page

Alms Cantrip Awe Charm Influence Formula Lightsee Charm Phosphor Spell Prayer Cantrip Produce Meal Ritual Pronouncement Spell Resist Physical Harm Cantrip Smokecloud Formula

(110) (110) (110) (110) (111) (111) (111) (111) (111) (111)

Minor Miracle Ritual Questing Spell Return to Sanctum Charm Willpower Cantrip

(114) (115) (115) (115)

Grade VIII Castings (Base Heka Cost: 200)

Page

Entital Aid Ritual Retribution Formula Total Recall Spell

(115) (115) (116)

Grade II Castings (Base Heka Cost: 35)

Page

Grade IX Castings (Base Heka Cost: 250)

Page

Draw Heka Formula Healing, Minor Formula Heal Mental Damage Ritual Meditate Spell Rightcourse Cantrip Smiting Charm

(111) (112) (112) (112) (112) (112)

Intervention Ritual Miracle Spell

(116) (116)

Grade III Castings (Base Heka Cost: 50)

Page

Grade I Castings (Base Heka Cost: 20)

Page

Bounds of Action Spell Enhance Spiritual Power Formula Enlightenment Formula Heka Defenses Cantrip Resist Paralysis Spell

(112) (112) (112) (112) (112)

Acclumsėd Cantrip Cause Discord Cantrip Fright Charm Paralysis, Physical Spell Pox Spell Vertigo Cantrip

(50) (50) (50) (50) (51) (51)

Grade IV Castings (Base Heka Cost: 75)

Page Grade II Castings (Base Heka Cost: 35)

Page

Forcestaff Charm Protection From Lightning Spell Sanctification Ritual Wound, Spiritual Charm

(113) (113) (113) (113)

Grade V Castings (Base Heka Cost: 100)

Page

Ambush Ritual Degrade Cantrip Fulldark Cantrip Pilfer Charm Ringer Charm Treacherous Blow Formula

(51) (51) (51) (51) (51) (51)

Heal The Soul Spell Holy Terror Cantrip Thunderbolt Cantrip Word of Command Charm

(113) (113) (114) (114)

Grade III Castings (Base Heka Cost: 50)

Page

Grade VI Castings (Base Heka Cost: 125)

Page

Entital Guidance Ritual Iron Will Cantrip

(114) (114)

Badfeelings Charm Blindness Cantrip Body Control Spell Malediction Formula Memory Drain Spell Weakness Cantrip

(51) (52) (52) (52) (52) (52)

THE BLACK SCHOOL 52 Total Castings

Oppressive Ebon Spell Grade IV Castings (Base Heka Cost: 75)

Page

Disfigure Formula Field of Hysteria Spell Missile Trap Formula Netherblight Ritual Petrifying Gaze Cantrip Venomcloud Cantrip

(52) (52) (52) (52) (53) (53)

Grade V Castings (Base Heka Cost: 100)

Page

Adderguards Formula Badwill Spell Derange Charm Mind Numb Charm Paralysis, Mental Charm Wound, Spiritual Charm

(58)

CONJUROR ARCHETYPICAL CASTINGS 62 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

(53) (53) (54) (54) (54) (54)

Conjure Animal Formula Energy Gift Charm Miniature Pentacle Ritual Pullout Charm Recall Spirit Ritual Ring of Truth Receptive Circle Cantrip Sigil of Avoidance Spell Spellbind Cantrip Symbol of Suggestion Cantrip

(185) (186) (186) (186) (187) (187) (187) (187) (187) (187)

Grade VI Castings (Base Heka Cost: 125)

Page

Grade II Castings (Base Heka Cost: 35)

Page

Bane Spell Blackwhips Charm Mind Control Charm Soulstone Formula Strength Drain Spell Willpower Drain Spell

(54) (54) (54) (54) (55) (55)

Grade VII Castings (Base Heka Cost: 150)

Page

Darkplague Ritual Destruction Ritual Ebonclaws Charm Evil Reflections Spell Lycanthropy Ritual Ratpack Cantrip

(55) (55) (55) (56) (56) (56)

Alruy's Phantom Spell Cipher of Protection Spell Circle of Invisibility Charm Detect Malign Aura Charm Elementary Circle Formula Nature Spirit Service Formula Phæree Cord Cantrip Shadow Belt Cantrip Symbol of Deceit Spell Symbol of Summoning Ritual

(188) (188) (188) (188) (188) (188) (188) (188) (189) (189)

Grade III Castings (Base Heka Cost: 50)

Page

Grade VIII Castings (Base Heka Cost: 200)

Page

Circe's Transformation Spell Death Hound Formula False Witness Spell Mind Transfer Ritual Wyrmform Ritual

(56) (57) (57) (57) (57)

Chokecloud of Balaam Spell Deadspirit Summoning Spell Exclusive Pentacle Ritual Glyph of Harm Cantrip Symbol of Influence Spell Waterdrops Formula

(189) (189) (189) (190) (190) (190)

Grade IV Castings (Base Heka Cost: 75)

Page

Grade IX Castings (Base Heka Cost: 250)

Page

Curse Mundane Spell Death Magic Ritual Heka Drain Formula Hex Spell

(58) (58) (58) (58)

Cipher of Shielding Charm Conjured Fountain Cantrip Firewand Formula Glyph of Terror Spell Symbol of Madness Ritual Thunderbird Formula

(190) (190) (190) (191) (191) (191)

Grade V Castings (Base Heka Cost: 100)

Page

Conjure Lightning Stroke Formula Heka Seeing Cantrip Inclusive Pentacle Ritual Rune of Weakness Formula Symbol of Coercion Spell Windbag Ritual

(191) (191) (191) (192) (192) (192)

Grade VI Castings (Base Heka Cost: 125)

Page

Conjure Ghosts Ritual Conjure Phæree Creatures Formula Dee's Spirit Charm Cantrip Elementary Array Ritual Oath Spell Symbol of Control Cantrip

(192) (193) (193) (193) (193) (193)

Grade VII Castings (Base Heka Cost: 150)

Page

Conjure Storm Ritual Fix Elemental Effect Formula Loophole Charm Painmist of Balaam Spell Power Pentacle Ritual Sigil of Abjuration Cantrip

(193) (194) (194) (194) (194) (194)

Grade VIII Castings (Base Heka Cost: 200)

Page

Alruy's Abomination Cantrip Circle of Expulsion Spell Conjure Heka Bolt Cantrip Merlin's Entropical Links Spell Possession Ritual Rune of Capture Formula

(194) (195) (195) (195) (195) (196)

Grade IX Castings (Base Heka Cost: 250)

Page

Conjure Heka Elemental Spell Deathmist of Balaam Spell Dimension Trap Formula Egar's Three-Ring Circuit Ritual Symbol of Banishment Ritual Ærthboots Spell

(197) (197) (197) (197) (197) (197)

DIVINER ARCHETYPICAL CASTINGS 33 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Augury Formula

(198)

Chartomancy Cantrip Detect Glyph Spell Detect Heka Spell Geomancy Formula Sounding Spell

(198) (199) (199) (199) (199)

Grade II Castings (Base Heka Cost: 35)

Page

Detect Heka Trap Spell Dowsing Spell Hydromancy Formula Locate Direction Spell Object Reading Cantrip Path of Wisdom Spell

(199) (199) (199) (199) (200) (200)

Grade III Castings (Base Heka Cost: 50)

Page

Detect Displacement Cantrip Detect Invisible Object Cantrip Path of Direction Spell Spiritrede Formula Universal Tongue Spell

(200) (200) (200) (200) (200)

Grade IV Castings (Base Heka Cost: 75)

Page

Detect Danger Formula Empathy Cantrip Heka Reading Cantrip Identify Spell

(200) (200) (201) (201)

Grade V Castings (Base Heka Cost: 100)

Page

Penetrate Illusion Cantrip Psychometry Formula Seeking Spell

(201) (202) (202)

Grade VI Castings (Base Heka Cost: 125)

Page

Know Properties Formula Legend Formula Telempathy Cantrip

(202) (202) (202)

Grade VII Castings (Base Heka Cost: 150)

Page

Foretell Ritual Retrocognition Ritual

(203) (203)

Grade VIII Castings (Base Heka Cost: 200)

Page

Prevision Formula Prophecy Ritual

(203) (204)

Grade IX Castings (Base Heka Cost: 250)

Page

Grade III Castings (Base Heka Cost: 50)

Page

Aura of Awareness Ritual Precognition Spell

(204) (204)

Alert Ritual Armor, Spiritual Cantrip Avoid Heka Attack Ritual Dispel Invisibility Cantrip Flight Cantrip Heka Darts Charm Implant Spell Magick Trail Formula Multilingual Spell Resist Temperatures Spell Ritual of the Archer Ritual Untie Charm

(38) (39) (39) (39) (39) (39) (39) (39) (40) (40) (40) (40)

Grade IV Castings (Base Heka Cost: 75)

Page

Armor, Heka Cantrip Attractive Force Cantrip Barrier Formula Bedlam Cantrip Daylight Cantrip Detect Heka Sources Cantrip Literate Formula Mask Heka Spell Negative Gravity Charm Parascopy Spell Thought Message Charm Wound, Mental Charm

(40) (40) (40) (40) (**) (41) (41) (41) (**) (41) (41) (41)

Grade V Castings (Base Heka Cost: 100)

Page

Armor, Full Personal Heka Cantrip Cloud of Magick Spell Heka Bolt Charm Invisible Alert Formula Invisible Chains Charm Object Teleportation Formula Pythagoras' Non-Dimension Formula Reverse Attack Charm Weapon of Defense Charm Wound, Spiritual Charm

(41) (41) (42) (42) (42) (42) (42) (42) (43) (**)

Grade VI Castings (Base Heka Cost: 125)

Page

Ætheral Travel Formula Arcane Lore Formula Disperse Heka Flow Cantrip Double Barrier Spell Pythagoras' Extra-Dimensional Door Spell

(43) (43) (44) (44) (44)

GENERAL DWEOMERCR’FT 107 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Armor, Physical Cantrip Avoid Deadly Attack Formula Bounce Charm Detect Heka Spell Disembodied Voice Formula Disjunction Charm Lock Charm Lock-Open Charm Magick Lock Spell Quicken Cantrip Reflections Ritual Shutfast Charm Spiderwalk Spell Summon Mascot Ritual Tangle/Untangle Cantrip Trigger Effect Formula Trudge Cantrip Understanding of Ur Spell Vranx's Annoying Itch Charm Wickaflame Charm

(34) (34) (34) (34) (34) (34) (34) (35) (35) (35) (35) (35) (35) (35) (35) (36) (36) (36) (36) (36)

Grade II Castings (Base Heka Cost: 35)

Page

Armor, Mental Cantrip Buttress Charm Circle of Magic Ritual Directed Force Cantrip Easyspeak Charm Forcedark Charm Halefellow Charm Heka Trap Spell Hold Effects Spell Levitate Cantrip Maximus Spell Minimus Spell Prolongation Charm Ritual of the Heart Ritual Slow Gravity Charm Translate Script Formula

(36) (36) (36) (37) (37) (37) (37) (37) (37) (37) (37) (38) (38) (38) (38) (38)

Heka Blast Charm Heka Shield Spell Phase Shifting Spell Quickcast of Inhetep Charm Sphere of Secrecy Formula

(44) (44) (44) (45) (45)

Grade VII Castings (Base Heka Cost: 150)

Page

Doublecast Charm Escape Hatch Charm Forcewall Cantrip Heka Shell Cantrip Juxtaposition Charm Mind Mask Cantrip Returning Charm Scrambletongue Charm Spirit Alert Spell Teleport Cantrip

(45) (45) (45) (45) (45) (46) (46) (46) (46) (46)

Grade VIII Castings (Base Heka Cost: 200)

Page

Aura of Spell Failure Spell Heka Beam Cantrip Mask Heka Flow Formula Merlin's Tower Ritual Needed Things Formula Object Transformation Formula Pitfall Charm Point of Joss Charm Poisonous Charm Triple Heka Barrier Cantrip

(47) (47) (47) (47) (47) (48) (48) (48) (48) (48)

Grade IX Castings (Base Heka Cost: 250)

Page

Create Portal Ritual Full Alert Cantrip Heka Absorb Cantrip Heka Binding Spell Heka Redirection Formula Magick Resistance Spell Setne's Reverse Casting Cantrip

(48) (49) (49) (49) (49) (49) (49)

THE ELEMENTAL SCHOOL 72 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Airbubbles Charm Commune with Inanimate Ritual Diffusion/Cohesion Spell

(59) (59) (59)

Elemental Shield Formula Fireknives Charm Frost Spell Icearrows Charm Hotmetal Formula Slingstones Cantrip Thermology Spell

(60) (60) (60) (60) (60) (60) (60)

Grade II Castings (Base Heka Cost: 35)

Page

Acidspray Cantrip Alter Gravity Spell Aurora Cantrip Cold Ray Cantrip Elemental Armor Cantrip Elemental Force Formula Know Element Cantrip Magnetic Field Spell Ærth Lore Spell Water Spider Formula

(61) (61) (61) (61) (61) (61) (62) (62) (62) (62)

Grade III Castings (Base Heka Cost: 50)

Page

Absorb Element Ritual Elemental Augury Formula Fireflash Cantrip Icewall Cantrip Quagmire Cantrip Summon Elementary Cantrip Stonebarrier Spell Vaporization Spell Windblast Charm Zephyrgo Cantrip

(62) (62) (63) (63) (63) (63) (64) (64) (64) (64)

Grade IV Castings (Base Heka Cost: 75)

Page

Dissipate Spell Electrify Cantrip Elemental Hands Charm Firebarrier Cantrip Fireflies Spell Moletunnel Formula Pyrokinesis Cantrip Shatter Cantrip Summon Elemental Aid Cantrip Wizardwind Spell

(64) (64) (65) (65) (65) (65) (65) (65) (65) (66)

Grade V Castings (Base Heka Cost: 100)

Page

Elemental Missile Charm Elemental Pathway Spell

(66) (66)

Energy Transfer Spell Globelight Cantrip Lavahome Cantrip Quicklime Spell Shockbolt Cantrip Solidification Spell Thales' Elemental Cloak Formula Vortex Spell

(66) (67) (67) (67) (68) (68) (68) (68)

Grade VI Castings (Base Heka Cost: 125)

Page

Abram's Elemental Manipulation Formula Cagliostro's Sheet Lightning Cantrip Elemental Storm Spell Elemental Walk Spell Lightningbugs Cantrip Pass Through Stone Spell

Influences Spell Omen Ritual Sense Vitality Spell

(209) (210) (210)

Grade II Castings (Base Heka Cost: 35)

Page

Dreams Ritual Find Lost Object Spell Instruction Formula Motivation Spell

(210) (210) (210) (210)

(68) (68) (69) (69) (69) (69)

Grade III Castings (Base Heka Cost: 50)

Page

Aural Sight Cantrip Detect False Presence Cantrip Know Ethos Spell Nemesis Spell

(210) (212) (212) (212)

Grade VII Castings (Base Heka Cost: 150)

Page

Grade IV Castings (Base Heka Cost: 75)

Page

Cloudkin Charm Energy Drain Spell Repel Elemental Force Cantrip Scorpionfire Cantrip Stoning Spell Triton Formula

(69) (69) (69) (70) (70) (70)

Chance of Success Formula Conjure Smoke Spell Foresee Danger Formula Psychomancy Cantrip

(212) (212) (212) (212)

Grade V Castings (Base Heka Cost: 100)

Page

Grade VIII Castings (Base Heka Cost: 200)

Page

Aristotle's Matter Alteration Spell dePayne's Disintegration Spell Fallingstar Spell Lightningwalk Cantrip Resist Disintegration Cantrip Work Base Element Ritual

(70) (70) (70) (70) (70) (71)

Crystal Gaze Formula Monition Cantrip Oracle of Bigois Ritual Second Sight Spell

(212) (212) (213) (213)

Grade VI Castings (Base Heka Cost: 125)

Page

Grade IX Castings (Base Heka Cost: 250)

Page

Belit's Minor Arcana Formula Soulmirror Cantrip Visions Formula

(213) (213) (214)

Deluge Spell Elementalform Formula Newton's Negative Gravity Spell Pythagoras' Heka Diversion Formula

(71) (71) (71) (71)

Grade VII Castings (Base Heka Cost: 150)

Page

Past Life Memory Ritual Premonition Spell

(214) (214)

Grade VIII Castings (Base Heka Cost: 200)

Page

Predict Event Ritual Seeing Eye Cantrip

(215) (215)

Grade IX Castings (Base Heka Cost: 250)

Page

Imhotep's Major Arcana Formula

(215)

FORTUNE TELLER ARCHETYPICAL CASTINGS 30 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Augur Change Spell Background Spell

(209) (209)

Limited Omniscience Ritual

(215)

GENERAL TUTELARY CASTINGS 9 Total Castings

Petrify Formula Spider on the Wall Ritual

(123) (124)

Grade II Castings (Base Heka Cost: 35)

Page (124) (124) (124) (124)

Grade I Castings (Base Heka Cost: 20)

Page

Rites Ritual

(107)

Aura of Deception Formula Serpentstaff Charm Venomtouch Spell Violence Cantrip

Grade II Castings (Base Heka Cost: 35)

Page

Grade III Castings (Base Heka Cost: 50)

Page

Blessing, Minor Spell

(107)

Grade III Castings (Base Heka Cost: 50)

Page

Circle of Luridarkness Spell Palpable Gloom Cantrip Stenchcloud Formula Webs of Fear Spell

(124) (124) (125) (125)

Consecration Formula

(107) Grade IV Castings (Base Heka Cost: 75)

Page

Grade IV Castings (Base Heka Cost: 75)

Page

Blessing, Major Ritual

(108)

Grade V Castings (Base Heka Cost: 100)

Page

Brittlebreak Spell Confuse Direction Charm Gloomcloak Cantrip Willpower Drain Charm

(125) (125) (125) (125)

Guidance Spell

(108)

Grade V Castings (Base Heka Cost: 100)

Page

Grade VI Castings (Base Heka Cost: 125)

Page

Excommunicate Ritual

(108)

Derange Charm Heart of Darkness Ritual Taunting Formula Webs of Madness Cantrip

(126) (126) (127) (128)

Grade VII Castings (Base Heka Cost: 150)

Page

Grade VI Castings (Base Heka Cost: 125)

Page

Enter Sanctum Formula

(108)

Grade VIII Castings (Base Heka Cost: 200)

Page

Anathema Ritual

(109)

Malaise Spell Viperune Formula Webs of Constriction Cantrip Withering Cantrip

(127) (127) (127) (128)

Grade IX Castings (Base Heka Cost: 250)

Page

Grade VII Castings (Base Heka Cost: 150)

Page

Enter Realm Spell

(109)

Gloomcloud Cantrip Monstrosity Spell Unholy Word Charm Webs of Pain Cantrip

(128) (128) (129) (129)

Grade VIII Castings (Base Heka Cost: 200)

Page

Deathgrip Charm Goblingate Spell Subversion Charm The Black Wind Cantrip

(129) (129) (129) (130)

THE ETHOS OF GLOOMY DARKNESS 36 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Cause Pain Cantrip Dark Vision Cantrip Gloomy Spell

(123) (123) (123)

Grade IX Castings (Base Heka Cost: 250)

Page

Psychic Agony Charm Summon Evil Ritual Webs of Death Spell

(130) (130) (130)

THE GRAY SCHOOL 66 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Audial Trickery Charm Bedazzling Lights Cantrip Dimlights Spell Distraction Charm Illusory Image Cantrip Penumbrate Armor Formula Phantom Coachman Cantrip Shadowing Charm Sound Effects Cantrip Umbrage Spell

(72) (72) (72) (72) (73) (73) (73) (73) (73) (73)

Grade II Castings (Base Heka Cost: 35)

Page

Blinding Flash Charm Disguise Formula Fleetingshadow Charm Intoxicating Gaze Spell Moonglow Cantrip Shadowface Spell Shadowscript Cantrip Thickshadows Cantrip Tricks Charm Well Tenebroused Blade Spell

(73) (73) (74) (74) (74) (74) (74) (74) (74) (74)

Grade III Castings (Base Heka Cost: 50)

Page

Illusory Scene Charm Imaginary Things Ritual Leave No Trail Spell Mimic Physical Spell Moonbeams Charm Reveal Illusion Spell Shadowboxer Spell Shadow Forms Cantrip Sonic Blast Cantrip Ventriloquistic Mastery Spell

(75) (75) (75) (75) (75) (75) (75) (76) (76) (76)

Grade IV Castings (Base Heka Cost: 75)

Page

Chameleon Cantrip Duplicate Self Charm Illuminate Enemy Cantrip Palpable Shade Formula Perfect Mimicry Spell Shadowcloak Cantrip Transparency Formula

(76) (76) (76) (76) (76) (76) (76)

Grade V Castings (Base Heka Cost: 100)

Page

Erase Runes Spell Hallucination Spell Misdetection Formula Phantasms Charm Sensory Overload Cantrip Sleepshadows Formula

(77) (77) (77) (77) (77) (78)

Grade VI Castings (Base Heka Cost: 125)

Page

Doppleganger Cantrip Miranda's Magick Maze Spell Runic Symbol Spell Shadow Self Formula Shadow Warriors Spell Sonic Barrage Charm

(78) (78) (78) (78) (79) (79)

Grade VII Castings (Base Heka Cost: 150)

Page

Bacon's Invisibility Charm Louhl's Shadowtouch Cantrip Negative Illusion Spell Physical Illusion Spell Reflective Circle Charm Tenebrous Assassin Ritual

(79) (79) (79) (79) (79) (80)

Grade VIII Castings (Base Heka Cost: 200)

Page

Aura of Invisibility Spell Illusory Terrain Spell Pale Shadow Ritual Planar Barriers Cantrip Shadowdoors Charm Shadow Weaving Formula

(80) (80) (80) (80) (81) (81)

Grade IX Castings (Base Heka Cost: 250)

Page

Joss Reversal Ritual Mass Invisibility Charm Plato's Grandeception Ritual Socrate's Instant Illusion Formula

(81) (81) (82) (82)

Shadowplate Cantrip

(82)

THE GREEN SCHOOL 62 Total Castings

Grade V Castings (Base Heka Cost: 100)

Page

Adaptation Spell Predators Charm Prospero's Full Storm Spell Treemeld Charm Venomvine Cantrip Weatherlord Formula

(88) (88) (88) (88) (89) (89)

Grade VI Castings (Base Heka Cost: 125)

Page

Call Up Nature Spirits Ritual Fungirot Cantrip Hiddenpassage Charm Plant Telempathy Formula Snares, Pits & Deadfalls Spell Swancloak Formula

(89) (89) (90) (90) (90) (90)

Grade I Castings (Base Heka Cost: 20)

Page

Animal Mimicry Cantrip Birdflock Charm Call Fog Spell Commune with Nature Spirits Formula Elements Shield Formula Enviromeld Spell Locate Flora Spell Protection from Insects Cantrip Protection from Plants Cantrip Sense Weather Change Formula

(83) (83) (83) (84) (84) (84) (84) (84) (84) (84)

Grade II Castings (Base Heka Cost: 35)

Page

Grade VII Castings (Base Heka Cost: 150)

Page

Animal Service Spell Beeline Charm Blending Cantrip Finneyscale Spell Hornet's Nest Charm Protection from Animals Cantrip Sense Weather Magick Spell Spiderfly Formula Stillness Spell Temperature Shift Spell Thornspear Cantrip Weathercast Spell

(84) (84) (84) (85) (85) (85) (85) (85) (85) (85) (86) (86)

Bearfeet Cantrip Direct Lightning Charm Hostilefauna Ritual Tentacleroots Cantrip Thunderclap Charm Treedoors Charm

(90) (90) (90) (91) (91) (91)

Grade VIII Castings (Base Heka Cost: 200)

Page

Grade III Castings (Base Heka Cost: 50)

Page

Aging/Ageless Formula Hostileland Ritual Isolation by Weather Formula Natureremedy Charm Onenature Revenge Spell

(91) (92) (92) (92) (93)

Call Breezes Spell Fogsight Cantrip Locate Fauna Spell Spiderscreeping Charm Tanglebriars Cantrip Wolf-Stag Formula

(86) (86) (86) (86) (86) (87)

Grade IX Castings (Base Heka Cost: 250)

Page

Phæreedoor Formula Plagueswarm Spell Rejuvenate Ritual Riotgrow Charm Vegetate Charm

(93) (93) (93) (94) (94)

Grade IV Castings (Base Heka Cost: 75)

Page

Animalfriends Formula Call Rainstorm Spell Fauna Telempathy Cantrip Hawk-Owl Formula Poisongrowths Spell Slithernear Charm

(87) (87) (87) (87) (87) (88)

HEKA-FORGER ARCHETYPICAL CASTINGS 33 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Cleanse Item Ritual

(216)

Evaluate Item Formula Prepare Item Ritual Touchstone Spell Volition Ritual

(216) (217) (217) (217) 2

Grade II Castings (Base Heka Cost: 35)

Page

Attack Bonus I Formula Charm Forging Ritual Defense Bonus I Formula False Target I Formula General Pool I Ritual Resiliency Ritual

(217) (217) (216) 1 (***) 2 (***) 2 (217)

Grade III Castings (Base Heka Cost: 50)

Page

Damage Bonus I Formula Purity Spell Skill Bonus I Ritual Springblade Ritual

(217) 1 (219) 1 (218) (218)

Grade IV Castings (Base Heka Cost: 75)

Page

Grade I Castings (Base Heka Cost: 20)

Page

Attack Bonus II Formula Clearmetal Ritual Dedicated Pool I Ritual Defense Bonus II Formula False Target II Formula General Pool Ritual

(218) 1 (218) 1 (***) 2 (218) (***) 2 (219)

Auraread Spell Botanomancy Spell Chiromancy Spell Detect Poison Charm Healing Poultice Spell Love Potion Spell

(222) (222) (222) (223) (223) (223)

Grade V Castings (Base Heka Cost: 100)

Page

Grade II Castings (Base Heka Cost: 35)

Page

Amulet Ritual Damage Bonus II Formula Heka Aperture Enhancement Ritual Skill Bonus II Ritual

(219) 2 (218) 1 (***) 2 (220)

Grade VI Castings (Base Heka Cost: 125)

Page

Detect Disease Spell Identify Disorder Spell Identify Poison Cantrip Parasitesrid Cantrip Pestrid Cantrip Sleep Potion Formula

(223) (223) (223) (223) (223) (223)

Attack Bonus III Formula Craft Mastery I Ritual Dedicated Pool II Ritual Defense Bonus III Formula Item Invulnerability Formula

(220) (***) 2 (***) 2 (219) 1 (220) 1

Grade III Castings (Base Heka Cost: 50)

Page

Grade VII Castings (Base Heka Cost: 150)

Page

(224) (224) (224) (224) (224) (224)

Damage Bonus III Formula Heka Resistance Ritual Link Casting Ritual Skill Bonus III Ritual

(220) 1 (***) 2 (221) 1 (221)

Adjust Chi Ritual Herbal Poison Formula Ointment of Speed Formula Paralyzing Oil Formula Resist Disease Formula Resist Poison Formula Grade IV Castings (Base Heka Cost: 75)

Page

Animal Attractant Formula

(224)

Grade VIII Castings (Base Heka Cost: 200)

Page

Attack Bonus IV Heka Binding Ritual Link Knowledge/Skill Ritual Link Mask Ritual

(***) 2 (221) (220) 1 (221)

Grade IX Castings (Base Heka Cost: 250)

Page

Craft Mastery II Ritual Damage Bonus IV Formula Link Spirit Ritual Permanence Ritual Skill Bonus IV Ritual Unbinding Formula

(***) 2 (***) 2 (221) (221) (***) 2 (221)

HERBALIST ARCHETYPICAL CASTINGS 43 Total Castings

Identify Potion Charm Minimize Poison Spell Ointment of Strength Formula Painkiller Formula Spikesprout Charm

(224) (225) (225) (225) (225)

Grade V Castings (Base Heka Cost: 100)

Page

Antitoxin Formula Flying Potion Formula Healing Infusion Formula Hekaberry Spell Oil of Infection Formula Truth Serum Formula

(225) (225) (225) (225) (225) (226)

Grade VI Castings (Base Heka Cost: 125)

Page

Add Chi Ritual Arrest Disease Spell Neutralize Poison Spell Oil of Invisibility Formula Psychic Infusion Formula

(226) (226) (226) (226) (226)

Grade VII Castings (Base Heka Cost: 150)

Page

Beast Repellant Spell Effluvium of Delusion Formula Mystic Oil Formula Powercrystal Spell

(226) (226) (226) (227)

Grade VIII Castings (Base Heka Cost: 200)

Page

Balm of Regeneration Formula Elemental Oil Formula

(227) (227)

Grade IX Castings (Base Heka Cost: 250)

Page

Effluvium of Æthereality Formula Rejuvenating Draught Ritual

(227) (227)

MEDIUM ARCHETYPICAL CASTINGS 36 Total Castings

Spirit Lights Spell

(229)

Grade II Castings (Base Heka Cost: 35)

Page

Levitation Cantrip Materialization Cantrip Nature Essence Formula Reduplication Formula Soothing Spirit Formula Spirit Guide Spell

(229) (230) (230) (230) (230) (230)

Grade III Castings (Base Heka Cost: 50)

Page

Goodspirit Ritual Mental Shield Cantrip Messenger Spirit Spell Muse Formula Plasmaform Ritual

(230) (231) (231) (231) (231)

Grade IV Castings (Base Heka Cost: 75)

Page

Channel Vision Ritual Cleansing Spirit Formula Ghostwriting Spell Healing Spirit Formula

(231) (231) (231) (231)

Grade V Castings (Base Heka Cost: 100)

Page

Phantom Hand Charm Spirit Helper Spell Warding Spirit Formula

(231) (232) (232)

Grade VI Castings (Base Heka Cost: 125)

Page

Deva Ritual Spirit Guardian Spell Tracking Spirit Formula

(232) (232) (233)

Grade VII Castings (Base Heka Cost: 150)

Page

Haunt Formula Spirit Hunter Spell Spiritual Shield Cantrip

(233) (233) (233)

Grade I Castings (Base Heka Cost: 20)

Page

Grade VIII Castings (Base Heka Cost: 200)

Page

Ancestral Spirit Formula Apports Cantrip Calling Ritual Contact Other Sphere Ritual Shade Formula

(228) (228) (229) (229) (229)

Psychic Shield Cantrip Spirit's Power Spell Spirit Warrior Cantrip

(234) (234) (234)

Grade IX Castings (Base Heka Cost: 250)

Page

Grade V Castings (Base Heka Cost: 100) Freespirit Spell Oracular Spirit Ritual Tesseract Ritual

(234) (234) (234)

THE ETHOS OF MOONLIGHT 53 Total Castings

Page

Displacement Cantrip Florapass Formula Ghostly Structure Charm Light of the Silvery Moon Ritual Mists of Sleep Cantrip Monstrous Speech Cantrip

(136) (136) (136) (136) (137) (137)

Grade I Castings (Base Heka Cost: 20)

Page

Grade VI Castings (Base Heka Cost: 125)

Page

Abundant Game Ritual Annoyance Cantrip Bigbug Spell Goodhunt Formula Growstaff Ritual Magickal Cudgel Charm Night Vision Cantrip Owlears Cantrip Slumber Cantrip Snarevine Spell Starlight Formula Whisper Charm

(131) (131) (131) (132) (132) (132) (132) (132) (132) (132) (133) (133)

Animal Paralysis Cantrip Contrainfluence Charm Ærthmother Formula Floraform Charm Stoneguise Spell Will Over Matter Ritual

(137) (137) (137) (138) (138) (138)

Grade VII Castings (Base Heka Cost: 150)

Page

Grade II Castings (Base Heka Cost: 35)

Page

Blursight Cantrip Enlarge Plant Formula Mists of Silence Spell Odorlessness Spell Stardust Spell Summon Help Ritual

(133) (133) (133) (133) (133) (134)

Phæree Ring Formula Mists of Delusion Cantrip Plant Paralysis Spell Regeneration Ritual Stormseye Ritual Vanish Charm

(138) (139) (139) (139) (140) (140)

Grade VIII Castings (Base Heka Cost: 200)

Page

Banshee Wind Cantrip Grasping Plants Spell Restore Free Will Formula

(140) (140) (140)

Grade III Castings (Base Heka Cost: 50)

Page

Grade IX Castings (Base Heka Cost: 250)

Page

Animal Hypnosis Charm Enlarge Animal Formula Circle of Moonbeams Spell Display Aura Cantrip Lift Charm Formula Mist & Rain Spell

(134) (134) (134) (134) (134) (135)

Alter Aura Ritual Spiritprism Cantrip Swanscoat Formula

(141) (141) (141)

Grade IV Castings (Base Heka Cost: 75)

Page

Call Swarm Formula Confidence Cantrip Fix Deadfalls Formula Lunarbeam Spell Repel Charm Treemeld Charm

(135) (135) (135) (135) (135) (136)

MYSTIC ARCHETYPICAL CASTINGS 60 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Clairaudience Formula Clairvoyance Formula Crystalomancy Spell Faith Healing Ritual Fakir Cantrip Hemisphere of Yin Cantrip

(235) (235) (235) (235) (236) (236)

Mah Chi Spell Materialization Cantrip Mystic Dreams Spell Ophidian Hypnosis Charm

(236) (236) (236) (236)

Hour of the Dog Ritual Hour of the Rat Ritual Mystic Circle Ritual Power of Water Charm

(246) (246) (246) (246)

Grade II Castings (Base Heka Cost: 35)

Page

Grade VII Castings (Base Heka Cost: 150)

Page

Aural Sight Cantrip Discern Presences Spell Hemisphere of Yang Cantrip Hour of the Rooster Ritual Hyperæsthesia Formula Penetrate Disguise Formula Sending Ritual Transfer Consciousness Ritual

(236) (237) (237) (237) (237) (238) (238) (238)

Celestial Sight Spell Good Fortune Formula Hour of the Buffalo Ritual Hour of the Monkey Ritual Hour of the Snake Ritual Power of Metal Charm

(246) (247) (247) (247) (247) (248)

Grade VIII Castings (Base Heka Cost: 200)

Page

Grade III Castings (Base Heka Cost: 50)

Page

Ætheric Sight Spell Astral Projection Formula Clairsentience Formula Mah Chi Wind Spell Mystic Skill Bonus Formula Mystic Visions Spell Power of Wood Charm True Sight Cantrip

(238) (239) (240) (240) (240) (240) (241) (241)

Hour of the Tiger Ritual Mah Chi Season Spell Misfortune Spell Power of Fire Charm Sixth Sense Charm

(248) (248) (249) (249) (249)

Grade IX Castings (Base Heka Cost: 250)

Page

Astral Sight Ritual Dimension Track Ritual Hour of the Dragon Ritual

(249) (249) (249)

Grade IV Castings (Base Heka Cost: 75)

Page

Circle of Balance Cantrip Heka Sight Spell Hour of the Goat Ritual Mass Hypnosis Cantrip Mystic Bullets Charm Phase Shifting Spell Telepathy Cantrip Torpify Charm

(241) (241) (241) (241) (241) (242) (242) (244)

Grade V Castings (Base Heka Cost: 100)

Page

Baraka Ritual Hour of the Cat Ritual Hour of the Horse Ritual Mah Chi Flower Spell Mystic Missile Charm Power of Ærth Charm

(244) (244) (244) (244) (245) (245)

Grade VI Castings (Base Heka Cost: 125)

Page

Expanded Consciousness Cantrip Hour of the Boar Ritual

(245) (245)

NECROMANCER ARCHETYPICAL CASTINGS 66 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Discover Tomb Wards Formula Find Corpse Cantrip Find Skeleton Spell Imbue Remains With Strength Formula Open Allbiers Cantrip Protection From Charnalrats Charm Protection From Dead Spell Questiondead Formula Revitalize Bones Formula Revitalize Corpse Formula Skeletalguise Spell

(250) (250) (250) (251) (251) (251) (251) (251) (251) (251) (251)

Grade II Castings (Base Heka Cost: 35)

Page

Animate Corpse Spell Animate Skeleton Spell Call Corpses Formula

(251) (251) (252)

Call Skeletons Formula Charnelreek Cantrip Imbue Remains With Speed Formula Protection From Deadspirits Cantrip Protection From Deathrot Cantrip Query Deadspirit Spell Unhallowed Path Spell

(252) (252) (252) (252) (252) (252) (252)

Grade III Castings (Base Heka Cost: 50)

Page

Arrowbones Charm Disarm Tombtrap Cantrip Find Deadspirit Cantrip Locate Hidden Tomb Spell Pass Through Stonetomb Spell Protection From Undead Spell

(252) (253) (253) (253) (253) (253)

Grade IV Castings (Base Heka Cost: 75)

Page

Compatibility With Deadspirits Spell Find Undead Cantrip Imbue Remains With Cunning Spell Necropire Formula Rotflesh Spell Stoneskeleton Formula

(253) (253) (253) (253) (253) (254)

Grade V Castings (Base Heka Cost: 100)

Page

Compatibility With Undead Ritual Find Unliving Formula Ghostlyguards Formula Shrouds Of Iron Spell Ultrazombie Formula Wraithform Formula

(254) (254) (254) (254) (254) (254)

Grade VI Castings (Base Heka Cost: 125)

Page

Command Corpse Company Formula Compatibility With Unliving Spell Ghoulsfeast Formula Hekasafe Charm Hide Desecration Spell Rigormortis Cantrip

(254) (255) (255) (255) (255) (255)

Grade VII Castings (Base Heka Cost: 150)

Page

Command Skeletal Company Formula Horrify Charm Summon Deadspirit Spell Unsanctify Ground Ritual Withertouch Spell

(255) (255) (255) (256) (256)

Wormsplague Formula

(256)

Grade VIII Castings (Base Heka Cost: 200)

Page

Deathshead Formula Deathstouch Spell Feed On Death Spell Summon Undead Formula Undead Lieutenant Formula

(256) (256) (256) (256) (257)

Grade IX Castings (Base Heka Cost: 250)

Page

Compatibility With Netherlife Spell Enter Deadrealms Formula Reapersblade Cantrip Summon Unlife Ritual Unalive Lieutenant Formula

(257) (257) (257) (257) (257)

Special Grade Castings (Base Heka Cost: 300)

Page

Cheat Death Cantrip Charnel Juggernaut Ritual Gravesink Spell Spectral Form Formula Unliving Councellor Formula

(257) (258) (258) (258) (258)

THE ETHOS OF SHADOWY DARKNESS 42 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Changescript Charm Falsetrap Cantrip Illusory Alchemy Formula Penumbra Spell Shadow Armor Cantrip Shadowveils Spell

(142) (142) (142) (142) (143) (143)

Grade II Castings (Base Heka Cost: 35)

Page

Depression Cantrip Deteriorate Cantrip Hide Aura Spell Hinder Spell Penumbrate Points Charm Thicken Shadows Cantrip

(143) (143) (143) (143) (144) (144)

Grade III Castings (Base Heka Cost: 50)

Page

Circle of Shadows Spell

(144)

Cloud Sense Cantrip Flitting Shadows Cantrip Hilarity Spell Illusory Surface Formula Shadow Darts Charm

(144) (144) (144) (144) (145)

Grade IV Castings (Base Heka Cost: 75)

Page

Constraint Charm Hideyhole Spell Penumbrate Palace Spell Shadow Steed Cantrip Shadow Walking Formula Umbrate Servant Formula

(145) (145) (145) (145) (145) (146)

Grade V Castings (Base Heka Cost: 100)

Page

Folds of Shadow Ritual Haze of Entrapment Cantrip Mind Reading Spell Shadowarm Charm Shadow Shield Charm

(146) (146) (146) (146) (146)

Grade VI Castings (Base Heka Cost: 125)

Page

Cloud All Senses Spell Demoralize Charm Shadowcasting Cantrip Underhill Ritual

46 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Call Up Ritual Flattery Cantrip Irritate Charm Muddlemist Cantrip Negotiation Charm Pentagram Ritual

(259) (259) (259) (259) (260) (260)

Grade II Castings (Base Heka Cost: 35)

Page

Beguile Netherling Formula Cardan's Treacherytrap Formula Darkspeak Charm Dismiss Spell Sorcerous Star Ritual Trueanswer Cantrip

(260) (260) (260) (260) (260) (260)

Grade III Castings (Base Heka Cost: 50)

Page

(147) (147) (147) (147)

Barpath Spell Castlow Charm Infernal Circle of Flame Cantrip Minor Power Ritual Obedience Spell Oneservice Formula Power Ring Ritual

(260) (261) (261) (261) (261) (261) (261)

Grade VII Castings (Base Heka Cost: 150)

Page

Grade IV Castings (Base Heka Cost: 75)

Page

Glamorous Charm Haze of Agony Cantrip Spiritual Submission Cantrip Underworld Formula

(147) (148) (148) (148)

Cagliostro's Force Duty Spell Doubleservice Formula Feed Darkling Ritual Summoning of Power Ritual Weaken Formula

(262) (262) (262) (262) (262)

Grade VIII Castings (Base Heka Cost: 200)

Page Grade V Castings (Base Heka Cost: 100)

Page

Feed On Shadows Spell Visual Screen Charm Umbrate Wind Cantrip

(148) (149) (149)

Grade IX Castings (Base Heka Cost: 250)

Page

Arcane Bolt Charm Dazeall Cantrip Darkdespair Cantrip Needlepangs Charm Powerbribe Formula

(262) (263) (263) (263) (263)

Haze of the Benighted Spell Savage-Faced Messengers Ritual Shades of Probability Formula

(149) (149) (149)

Grade VI Castings (Base Heka Cost: 125)

Page

Bugform Spell Drawfangs Charm Nethernull Formula

(263) (263) (263)

SORCERER ARCHETYPICAL CASTINGS

Silverchains Cantrip Spiritspain Cantrip

(264) (264)

Grade VII Castings (Base Heka Cost: 150)

Page

Animalform Spell Ironshackles Charm Netherslay Cantrip Timegain of Belloc

(264) (264) (264) (264)

Grade VIII Castings (Base Heka Cost: 200)

Page

Beastform Spell Leechforce Charm Silvercell Cantrip Tearwings Charm

(264) (265) (265) (266)

Grade IX Castings (Base Heka Cost: 250)

Page

Drawpower Ritual Ironcrypt Cantrip Oubliette of Eternity Formula Wrackbeast Cantrip

(266) (266) (266) (266)

SPELLSINGER ARCHETYPICAL CASTINGS 116 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Acclumsėd Ode Cantrip Avies Warble Spell Bar Couplet Cantrip Calm Aire Spell Camaraderie Chorus Spell Convince Harmony Spell Discover Ditty Spell Dreamhaunter Melody Formula Drowsiness Lullaby Spell Drying Oratorio Cantrip Farvoice Yodel Cantrip Faunacare Warble Spell Faunalter Dissonance Spell Fiat Ode Spell Florachange Pastoral Spell Misdirect Limerick Cantrip Ready Canon Charm Sharp Ballad Spell Sorrow Lament Spell Sour Ditty Spell Warming Peal Cantrip

(268) (268) (268) (268) (268) (268) (268) (269) (269) (269) (269) (269) (269) (269) (270) (270) (270) (270) (270) (270) (270)

Grade II Castings (Base Heka Cost: 35)

Page

Alto Aire Spell Amplification Aria Spell Bramblepath Refrain Cantrip Bravery Measure Spell Chancefix Motif Charm Cliffclimb Bravura Spell Fairwind Chanty Formula Freemuscles Strain Spell Gooddrink Measure Cantrip Goodfeast Carol Formula Longwalk Strain Spell Newcloth Motif Formula Notable Aire Spell Shelter Aria Formula Sleepheal Nocturne Formula

(271) (271) (271) (271) (271) (271) (271) (271) (272) (272) (272) (272) (272) (272) (272)

Grade III Castings (Base Heka Cost: 50)

Page

Animalfear Pibroch Spell Conceal Ditty Spell Cowardice Refrain Formula Darting Dags Adagio Spell Distractionless Tune Spell Forestfriend Couplet Spell Freenerves Strain Spell Major Chord March Spell Poisongone Tocsin Cantrip Puissance Canticle Spell Revitalize Paen Spell Safeplace Aria Spell

(272) (273) (273) (273) (273) (273) (273) (273) (274) (274) (274) (274)

Grade IV Castings (Base Heka Cost: 75)

Page

Battlesong Bravura Formula Blue Prospects Ballad Spell Falseview Ditty Spell Freebreath Chant Spell Freemind Aire Formula Full Stop Refrain Spell Hekahedge Refrain Spell Ironsteed Ballad Spell Lightlygo Aire Spell Volunteer Chorus Spell Walklong March Formula Warningcall Peal Cantrip

(274) (274) (274) (275) (275) (275) (275) (275) (275) (275) (275) (276)

Grade V Castings (Base Heka Cost: 100)

Page

Alleymazes Ode Spell Faet Fiada Canticle Spell Headwrench Chorus Spell Inspire Bravura Spell Javelin Volley Ditty Spell Monstersfear Pibroch Cantrip Piper's Prance Adgaio Cantrip Quaver Pibroch Spell Shielding Song Spell Spirithedge Refrain Spell Staff Verse Formula Sympathy Lament Spell

(276) (276) (276) (276) (276) (277) (277) (277) (277) (277) (277) (277)

Grade VI Castings (Base Heka Cost: 125)

Page

Arrowstorm Aire Spell Bonfire Ballad Cantrip Cry of the Valkyrie Aria Spell Doublequick March Cantrip Fogveil Barcarolle Formula Jangle Jingle Spell Merriment Limerick Spell Quenchfire Limerick Cantrip Rallyround Bravura Spell Sirensong Lay Spell

(278) (278) (278) (278) (278) (278) (278) (279) (279) (279)

Grade VII Castings (Base Heka Cost: 150)

Page

Beastcharm Serenade Cantrip Bridging Measure Spell Cacophony Chorus Spell Creepingcord Serenade Cantrip Deepditch Rondo Spell Deepseas Chanty Formula Freebonds Strain Spell Icespears Canon Cantrip Shadowdance Couplet Spell Smoothway Lyric Spell

(279) (279) (279) (280) (280) (280) (280) (280) (280) (280)

Grade VIII Castings (Base Heka Cost: 200)

Page

Aerial Refrain Spell Bringhunters Yodel Spell Chasmleap Madrigal Cantrip Firebrand Ballad Spell Formguise Tune Spell Pikehedge Refrain Spell Rondo Susicato Formula Unbarring Jingle Cantrip Vocal Cords Strain Spell Winddarts Canon Cantrip

(281) (281) (281) (281) (281) (281) (281) (282) (282) (282)

Grade IX Castings (Base Heka Cost: 250)

Page

Boulderbring Barcarolle Cantrip Cloudwalker Aire Spell Coolflames Ditty Spell Distantdoor Yodel Spell Flyingblade Canon Cantrip Sleepsteal Nocturne Spell Weathermage Tune Formula

(282) (283) (283) (283) (283) (283) (283)

Special Grade Castings (Base Heka Cost: 300)

Page

Faraway Song Spell Firebeing Rhapsody Spell Noplace to Hide Chant Formula Portalopen Aria Cantrip Quicktree March Spell Safesleep Aria Spell Shadowing Motif Spell

(284) (284) (285) (285) (285) (285) (285)

THE ETHOS OF SUNLIGHT 49 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Alleviation Ritual Discover Bane Cantrip Lightstaff Formula Remove Pain Spell Shelter Ritual Warmbreeze Charm

(150) (150) (150) (151) (151) (151)

Grade II Castings (Base Heka Cost: 35)

Page

Circle of Entital Protection Spell Clear Direction Cantrip Cure Phobia Formula Positive Corona Spell Protection from Netherforces Charm Ripecrop Ritual

(151) (151) (151) (152) (152) (152)

Grade III Castings (Base Heka Cost: 50)

Page

Combust Cantrip Antidote Charm Divine Light Cantrip Feathersteel Spell Magick Pane Formula Shield of Belief Spell

(152) (152) (152) (152) (152) (153)

Grade IV Castings (Base Heka Cost: 75)

Page

Aerial Chariot Charm Cure Disease Cantrip Hauberk of Dedication Spell Know K/S Formula Light of Peace Spell Restore Purpose Formula

(153) (153) (153) (154) (154) (154)

Grade V Castings (Base Heka Cost: 100)

Page

Auspice Spell Cure Insanity Spell Hawkeyes Charm Helm of Conviction Formula Pillar of Faith Ritual Remove Blindness Cantrip

(154) (154) (154) (154) (154) (155)

Grade VI Castings (Base Heka Cost: 125)

Page

Atone Ritual Clearskies Formula Light of Understanding Spell Rainbow Spectrum Charm Sundog Charm Sunray Cantrip

(155) (155) (155) (155) (156) (156)

Grade VII Castings (Base Heka Cost: 150)

Page

Faygrace Cantrip Netherslay Charm Psychic Balm Spell Regeneration Formula Summon Good Ritual Wyrd Formula

(156) (157) (157) (157) (157) (157)

Grade VIII Castings (Base Heka Cost: 200)

Page

Remove Madness Ritual Stillalive Spell Sunstroke Formula Wind of Hope Cantrip

(158) (158) (158) (158)

Grade IX Castings (Base Heka Cost: 250)

Page

Astral Journeying Spell Light of the Avatar Spell Restoration Ritual

(158) (159) (159)

THE WHITE SCHOOL 65 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Aid Charm Balm Formula Comfort Spell Comprehend Cantrip Endurance Formula Firesglow Charm Harmony Spell Magickal Marker Charm Pleasant Dreams Formula Preservation Spell

(95) (95) (95) (95) (96) (96) (96) (96) (96) (96)

Grade II Castings (Base Heka Cost: 35)

Page

Convey Cantrip Daylight Cantrip Fortitude Formula Helping Hand Charm Hospice Ritual Purify Spell Repair Cantrip Silver Spears Charm Strength Cantrip Tutelage Formula

(96) (96) (96) (96) (97) (97) (97) (97) (97) (97)

Grade III Castings (Base Heka Cost: 50)

Page

Clearsight Charm Dispel Evils Spell Intensification Cantrip Lift Fear Cantrip Parakinesis Cantrip Skywalk Charm Sunbeam Charm Sustenance Formula Telempathize Spell Truespeak Formula

(97) (98) (98) (98) (98) (98) (98) (99) (99) (99)

Grade IV Castings (Base Heka Cost: 75)

Page

Circle of Accord Spell Communicate Spell Memory Restoration Formula Possess Knowledge/Skill Ritual Reverse Petrifaction Ritual Zoroaster's Noonsblaze Cantrip

(99) (99) (99) (99) (100) (100)

Grade V Castings (Base Heka Cost: 100)

Page

Astral Eyes Cantrip Auspices Spell Beastame Charm Lift Curse Formula Psychokinesis Cantrip Sphere of Influence Cantrip

(100) (100) (100) (100) (101) (101)

Grade VI Castings (Base Heka Cost: 125)

Page

Heka Giving Formula Inner Beauty Cantrip Lightspectrum Charm Positive Heka Spell Soaring Intellect Spell Suneagle Charm

(101) (101) (101) (102) (102) (102)

Grade VII Castings (Base Heka Cost: 150)

Page

Empyreal Guards Spell Celestial Chime Charm DaVinci's Temporal Distortion Formula DaVinci's Temporary Portal Formula Destroy Evil Spirit Ritual Reduplication Formula

Creepie-Crawlies Spell Makeface Eyebite Mumble Eyebite Pang Eyebite Rotfiber Cantrip Stare Eyebite Witchmark Cantrip Witchride Formula Witchtongue Charm Witherplant Eyebite

(287) (287) (287) (287) (287) (287) (287) (288) (288) (288)

Grade II Castings (Base Heka Cost: 35)

Page

(103) (103) (102) (102) (103) (103)

Auraswitch Eyebite Bodynoises Eyebite Doubt Charm Fireflare Eyebite Firesmoke Charm Flameleap Charm Fumbleslip Eyebite Mal Omens Cantrip Slamlock Eyebite Sourwine Eyebite Stirhatred Cantrip Trip Eyebite Witchspeak Charm

(288) (288) (288) (288) (288) (288) (289) (289) (289) (289) (289) (289) (289)

Grade VIII Castings (Base Heka Cost: 200)

Page

Grade III Castings (Base Heka Cost: 50)

Page

Expanded Spectrum Cantrip Galileo's Sphereshuffle Formula Stasis Formula Telempathy Charm

(103) (104) (104) (104)

Grade IX Castings (Base Heka Cost: 250)

Page

Celestial Chorus Spell Egar's Sixth Sense Charm Planar Walk Formula Vanish Charm Vox Populi Cantrip

(106) (106) (106) (106) (106)

Anger Eyebite Blightcrop Spell Drunkhead Charm Gluttony Charm Hex Eyebite Lightsout Eyebite Netherspeak Charm Poisondrink Cantrip Reversed Pentagram Ritual Sicken Charm Spoilfood Charm Stun Animal Eyebite Tumblefall Eyebite

(290) (290) (290) (290) (290) (290) (290) (290) (290) (291) (291) (291) (291)

Grade IV Castings (Base Heka Cost: 75)

Page

Avarice Charm Callstorm Formula Doublewitch Cantrip Doze Eyebite Envy Eyebite Hexagain Spell

(291) (291) (292) (292) (292) (292)

WITCHCR’FTER ARCHETYPICAL CASTINGS 95 Total Castings Grade I Castings (Base Heka Cost: 20)

Page

Batsears Spell Blueburn Cantrip Catseyes Spell

(287) (287) (287)

Liespeaking Charm Lust Eyebite Oilfire Spell Poisionspit Charm Rotwood Cantrip Talking Frog Formula Witchbolt Eyebite

(292) (292) (292) (292) (292) (293) (293)

Grade V Castings (Base Heka Cost: 100)

Page

Badluck Ritual Damaging Winds Spell Evil Eye Eyebite Fadeinks Charm Fainting Eyebite Heavy Precipitation Spell Hextrap Cantrip Jealousy Eyebite Maggots Ritual Poisonbreath Spell Prettylooks Formula Rustmetal Spell Witching Hour Spell

(293) (293) (293) (293) (293) (293) (294) (294) (294) (294) (294) (294) (294)

Grade VI Castings (Base Heka Cost: 125) Cacklefear Charm Damaging Hail Spell Hidehut Formula Nighthide Spell Poisonfare Charm Seagale Spell Slowdeath Eyebite

Vomit Flames Charm Waterscry Formula

(296) (296)

Grade VII Castings (Base Heka Cost: 150)

Page

Breach Circle Spell Bringlightnings Spell Inanimation Charm Panicksteed Eyebite Ratpack Formula Scorpionsting Cantrip Throwflames Charm Toadstool Spell Whichwitch Charm

(296) (296) (296) (296) (297) (297) (297) (297) (297)

Grade VIII Castings (Base Heka Cost: 200)

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Blindness Cantrip Breaklimb Cantrip Evilspirit Spell Frogform Spell Haghaunt Formula Knifewound Eyebite

(297) (297) (298) (298) (298) (298)

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Grade IX Castings (Base Heka Cost: 250)

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Evilbeast Spell Frogprince Spell Ghostblight Cantrip Spiritforge Cantrip Timeflies Spell Triplespace Formula

(298) (299) (299) (299) (299) (299)

Notes: *1 – Casting has been moved either up or down in power level. *2 – Casting is new in design or either greatly changed from the Mythus: Magic© book. (***) – see Heka Forging for casting descriptions.

How to Construct a Pentacle A pentacle from the types listed below is chosen, the pentacle takes 30-MRSpd BTs (min 1) to inscribe, a base diameter of MRPow ft, for each 2ft more diameter DR+1, for each 2ft less DR-1, for each 1ft extra diameter Heka cost is increased by 10%, for each 1 ft or fraction of reduced Heka cost reduced by 1% having inscribed the pentacle Heka is put into it, this is its STR rating. GM makes roll and the practitioner is unaware of effectiveness unless makes Mysticism roll, Moderate for Physical/Runic, Hard for Mental special success in construction roll indicates pentacle indicates the full level of Heka was charged up during construction so that Heka need not be spent failure means all Heka lost, special failure means double Heka lost, extra Heka lost is taken by character as Mental damage. 1)

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Simple, Physical, Temporary, hold in/keep out NPM 50 Easy a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged d. Can be used as a Heka reservoir storing 25 Heka/ft diameter Simple, Mental, Temporary, hold in/keep out NPM 50 Moderate a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Is drawn with imaginary as opposed to physical lines. Such pentacles cannot be breached, but they cannot be made runic or permanent, and they cannot affect FPM c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged d. Can be used as a Heka reservoir storing 15 Heka/ft diameter Simple, Runic, Temporary, hold in/keep out NPM 50 Moderate a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Shaped like double magic circle, version of physical type which can be inscribed with glyphs or other general purpose Heka-reservoirs c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Complex, Physical, Temporary, hold in/keep out NPM 50 Moderate a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged d. Can be used as a Heka reservoir storing 35 Heka/ft diameter Simple, Physical, Permanent, hold in/keep out NPM 50 Hard a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time d. Can be used as a Heka reservoir storing 25 Heka/ft diameter Complex, Mental, Temporary, hold in/keep out NPM 50 Hard a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Is drawn with imaginary as opposed to physical lines. Such pentacles cannot be breached, but they cannot be made runic or permanent, and they cannot affect FPM c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged d. Can be used as a Heka reservoir storing 25 Heka/ft diameter Simple, Runic, Permanent, hold in/keep out NPM 50 Very Difficult a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Shaped like double magic circle, version of physical type which can be inscribed with glyphs or other general purpose Heka-reservoirs c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Complex, Physical, Permanent, hold in/keep out NPM 50 Very Difficult a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time d. Can be used as a Heka reservoir storing 35 Heka/ft diameter Complex, Runic, Temporary, hold in/keep out NPM 50 Very Difficult a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Appear as a magic circle with a pentagram or the like inside, can be inscribed with glyphs or other general purpose Heka-reservoirs c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Complex, Runic, Permanent, hold in/keep out NPM 50 Very Difficult a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Appear as a magic circle with a pentagram or the like inside, can be inscribed with glyphs or other general purpose Heka-reservoirs c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Simple, Physical, Temporary, hold in/keep out PPM 100 Moderate a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Simple, Mental, Temporary, hold in/keep out PPM 100 Hard a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Is drawn with imaginary as opposed to physical lines. Such pentacles cannot be breached, but they cannot be made runic or permanent, and they cannot affect FPM c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Simple, Runic, Temporary, hold in/keep out PPM 100 Hard a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Shaped like double magic circle, version of physical type which can be inscribed with glyphs or other general purpose Heka-reservoirs c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Complex, Physical, Temporary, hold in/keep out PPM 100 Hard a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Simple, Physical, Permanent, hold in/keep out PPM 100 Difficult a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Complex, Mental, Temporary, hold in/keep out PPM 100 Difficult a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Is drawn with imaginary as opposed to physical lines. Such pentacles cannot be breached, but they cannot be made runic or permanent, and they cannot affect FPM c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Simple, Runic, Permanent, hold in/keep out PPM 100 Very Difficult a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. shaped like double magic circle, version of physical type which can be inscribed with glyphs or other general purpose Heka-reservoirs c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Complex, Physical, Permanent, hold in/keep out PPM 100 Very Difficult a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Complex, Runic, Temporary, hold in/keep out PPM 100 Very Difficult a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Appear as a magic circle with a pentagram or the like inside, can be inscribed with glyphs or other general purpose Heka-reservoirs c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Complex, Runic, Permanent, hold in/keep out PPM 100 Extreme a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Appear as a magic circle with a pentagram or the like inside, can be inscribed with glyphs or other general purpose Heka-reservoirs c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Simple, Physical, Temporary, hold in/keep out FPM 200 Hard a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined

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c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Simple, Runic, Temporary, hold in/keep out FPM 200 Difficult a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Shaped like double magic circle, version of physical type which can be inscribed with glyphs or other general purpose Heka-reservoirs c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Complex, Physical, Temporary, hold in/keep out FPM 200 Difficult a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Simple, Physical, Permanent, hold in/keep out FPM 200 Very Difficult a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Simple, Runic, Permanent, hold in/keep out FPM 200 Extreme a. Usually a magic circle of some sort, no matter how much Heka it contains, a maximum on 50% of its current STR can be used against any single attack b. Shaped like double magic circle, version of physical type which can be inscribed with glyphs or other general purpose Heka-reservoirs c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Complex, Physical, Permanent, hold in/keep out FPM 200 Extreme a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Inscribed on or with some physical substances, such as chalk, powder or crystal. If the pentacle is breached then it will be ruined c. Has a rigid, permanent structure built in shape of pentacle, does not lose Heka over time Complex, Runic, Temporary, hold in/keep out FPM 200 Extreme a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Appear as a magic circle with a pentagram or the like inside, can be inscribed with glyphs or other general purpose Heka-reservoirs c. Built of temporary structure, loses 10% of its STR rating every 24 hours, cannot be recharged Complex, Runic, Permanent, hold in/keep out FPM 200 Can’t be done (Extreme+) a. Elaborate shape such as pentagram, hexagram or triangle, unlike simple its entire store of Heka can be used against an attack b. Appear as a magic circle with a pentagram or the like inside, can be inscribed with glyphs or other general purpose Heka-reservoirs

Poison Creation Rules Attribute Modifier Medium Liquid/Oil 1 Paste 1.25 Powder 1.5 Gas 2 Capsule 3 Damage Distribution Multistage (per Stage) 0.3 ‘All at Once’ Damage 0.5 Effect Other than Damage Fatigue1 2 Paralysis1 2 Sleep1 2 Damage Other than Physical Mental2 8 Spiritual2 8 Heka Created Heka Engendered3 5 Onset Delay Instant Onset 2 1-9 CTs 1.75 1-9 BTs 1.375 1-12 ATs 1 1-6 Hours 0.75 7-11 Hours 0.65 1-6 Days 0.55 ≥ a week 0.5 ≥ a month 1 ≥ a year 2 Potency After Unsealing ≤ 6 hours 0.25 ≤ 12 hours 0.5 ≤ 1 day 0.75 ≤ 1 week 1 ≤ 1 month 1.25 ≤ 1 year 1.5 Duration Non-damaging Per day of effect 1 1 Considered to be base STR 50. 2 Considered to be base STR 60. 3 Considered to be base STR 70.

Type: Damage/Effect: Duration: Onset Time: Total: Strength: Total Base: Local per Unit Cost: Total Cost of Ingredients:

+ + + = x = x =

Therefore, an instant onset sleep poison in paste form which lasts for less than 6 hours: (2 + 2 + 1.25 + 0.25) = 5.5 x (50 x 2 BUCs) = 550 BUCs for the ingredients to make it per dose. Or a Heka Engendered Paralysis Gas Poison with a 1-9 CT onset delay and which paralyses for 3 days once affected for use in a crypt: (5 + 2 + 2 + 1.75 + 3) = 13.75 x (70 x 2 BUCs) = 1,925 BUCs for the ingredients to make it per dose. Or how bout a nasty Instant Onset Mental Damage Poison Powder that is strength 100: 1.5 + 2 + 8 = 11.5 x (100 x 2 BUCs) = 2,300 BUCs for the ingredients to make it per dose.

STEEP 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91+

% chance that 1D100% of the ingredient value is lost. 90% 80% 65% 50% 35% 20% 15% 5%

Herbalism The area gives the persona information regarding which forms of vegetation possess, are capable of storing, or channel Heka. It is the art of knowing and using some of the usual as well as mystical properties found in natural vegetation, brewing up various types of natural concoctions from poisons to sleeping pills. As well as castings Herbalism allows the following: I. Heal Physical damage double normal rate at DR Moderate II. Heal Mental damage heal Mental damage at STEEP/5 per day at Hard III. Heal Spiritual damage heal damage at STEEP/10 per day at Difficult IV. Cure disease known disease at 2x normal rate DR Very Difficult a. Disease common to area Moderate b. Uncommon to area Hard c. Rare to area Difficult d. Uncommon everywhere Very Difficult e. Rare everywhere Extreme V. Immunize against disease dose gave weekly, difficulty as Cure Disease These abilities assume the Herbalist has a supply of medicinal herbs on hand and that curative substances are applied daily, though one roll covers treatment. Treatment lasts for 2d3+2 weeks for cure disease. A failed roll means no further attempt at using Herbalism can be made for one week. Various herbalist treatments can be applied at one time, though each requires a separate roll. A preventative course of treatment depends on player’s knowledge and background and requires GM approval. Herbalism differs from Alchemy in that it uses innate Heka within plants rather than imbuing something with Heka. Hunting and Tracking This enables the persona to use certain hunting weapons to hunt and kill game, trap animals, fish, and follow the trail of game animals or like quarry. Every hunter has two hunting weapons, the first a hunting spear, the exact type up to player with GMs approval. The second weapon is for distance and can be one of the following: Blowgun, Bolos, Boomerang, Bows & Arrows, Crossbow & Bolts, Javelin, Javelin & Atlatl, Javelin with thong, Sling & stones or Sling & bullets. The persona is now capable of hunting game with which they are familiar with these two weapons. *Note that in combat only 50% of the skill can apply to the use of the weapon, and if Combat STEEP exceeds half of this k/s area, then it is used instead of Hunting and Tracking when fighting. 10% of Combat hand weapons (spear) are added to skill with spear for hunting, also 10% or applicable Combat, missile weapons is added. Also 10% of Hunting and Tracking is added to applicable Combat STEEP. The persona will also have broad general knowledge of flora and fauna of immediate region in which they learned to hunt. If Botany, Ecology/Nature Science, Survival or Zoology or gained through experience after gaining Hunting & Tracking then they gain a bonus of 10% of Hunting and Tracking. Using this skill allows the rapid survey of an area to discover food sources, animal trails, water holes etc., and to set traps for such to get food. If a trail or spoor is found the persona has the ability to track the animal. Depending on the nature of the tracks and signs the difficulty is as follows: Spoor is large, fresh, obvious Spoor is small, fresh, mostly hidden Spoor is slight or aging Spoor is minute, hidden, confused by crossing tracks, wind etc. Spoor faint, old, confused, or mostly obliterated by rain, snow Spoor has been concealed by an able hunter-tracker Each day in which some disturbance in spoor occurs Other disturbances e.g. large animals, heavy rain, deep snow various

Easy Moderate Hard Difficult Very Difficult Extreme +1 DR +1 DR

For every 5 points of STEEP the persona can attempt to conceal one individual’s spoor, a horse counts as one individual unless wearing metal or other horseshoes, in which case it counts as two individuals. If the STEEP of the persona concealing the spoor, subtracting 5 for each individual other than the Hunter himself, if this exceeds the hunting ability of the most able tracker attempting to find them, the concealment automatically succeeds and the tracker loses the trail. The persona also allows the construction of certain traps as follows: Foot Snare does 1d6 impact damage plus the prey is caught and held upside down until able to free self or is freed by another, it take1d3+1 ATs to construct, no strike location is rolled. Neck Snare does 2d6+2 impact damage, roll for location, if Super Vital the victims neck breaks, if Vital, death by strangulation occurs in1d3+3 BTs, the snare takes 1d3+3 ATs to construct Spiked Spring Trap does 2d6 piercing damage for each of the d3 spikes that hit, it takes 2d3+2 ATs to construct.. Falling/Swinging Spike Trap 2d6 piercing damage per spike + 2d6 impact damage, the 6’ to 8’ swath has 1d3 spikes for each persona in path. Takes 2d3+4 ATs to construct. Deadfall Spiked or Very Heavy 8d6 impact or piercing damage, victim is pinned/trapped until freed by others, takes 3d3+5 ATs to construct. Camouflage Pit with Sharp Stakes 1d6 impact per 10’ fall, plus 2d6 piercing per stake, d3 stakes hit. Takes 3 hours & +2d3 ATs to dig a pit 10’x10’x10’. This assumes relatively soft/easy ground. If two dig half the time, if three dig it takes a third the time. Only up to 3 people can dig each 10’x10’x10’. To double the length or breadth of the hole, double to time, but twice as many people could work on the hole. To double the depth, triple the time required, this takes into account using ladders, buckets on ropes etc. If the ground is hard an extra hour is added to time before multipliers are applied, the extra 2d3 ATs is the time to tidy up and camouflage the pit. Note is pit is 5’ deep get 1d3 damage but spike damage remains same. Hypnotism Works on humans or intelligent humanoids. All uses involve putting subject into trance or to sleep: I. It takes MRCap CTs to attain a hypnotic state if the subject is willing. II. It takes MRCap BTs to attain a hypnotic state if the subject is reluctant Once in trance choose from options below: I. Regress subject a. Tap subject’s subconscious memory with regard to certain past event. They subject is regressed and re-lives the experience. b. It is possible to regress to past lives but it can be traumatic it does d6 Mental damage on the target, and if the relive there own death they receive 3d6 Mental damage. c. The difficulty of this task are as follows: 1. Recall a easy, non-traumatic event, this life Moderate 2. Recall stressful event this life Hard 3. Recall easy, non-traumatic event past life Hard 4. Recall a traumatic event this life Difficult 5. Recall stressful event past life Difficult d. Each roll covers 1 AT of questioning, 5 minutes. Roll can be repeated for more time. Failing a roll brings session to end, subject wakes and takes d6 Mental damage II. Command subject a. While in the trance with a difficulty of Moderate the subject can be commanded to do something not opposed to there nature such as ‘Act like a chicken’, most people won’t respond to ‘Kill someone’ III. Post-hypnotic suggestion a. A post hypnotic suggestion can affect the subjects waking behavior. The command must be simple and direct. When a suggestion is implanted the subject can make a MM roll once each month to break. The suggestion takes place for 1 AT then the subject may roll MM, if success breaks from suggestion. The difficulty for the roll depends on how easy the suggestion will be to break from. The difficulty of the subjects MM rolls is equal to the difficulty of the implantation. Any hypnotist can cancel ANY hypnotic trance with a moderate roll. This doesn’t include Suggestion type castings. The implant can not be directly self destructive or cause the use of any K/S area. IV. Heal Mental Damage a. A hypnotist can calm and restore a subject, healing 1d6 Mental damage for Easy roll, 2d6 for Moderate, 3d6 for Hard, 4d6 for Difficult, 5d6 for Very difficult, 6d6 for Extreme difficulty roll. A special success doubles amount healed & a Special failure inflicts that amount of damage on subject. If a subject takes more than Mental trait in Mental damage the go insane and die with a week. Further Modifier I. If the subject is unwilling the task is three steps harder, though those whose will has been broken, having taken mental damage greater then there mental EL do not get this protection. II. No unwilling subject with SMPow greater than 16 can be hypnotized unless over EL in mental damage. III. No subject- willing or unwilling - can by hypnotized unless they have an M trait between 48 and 100. IV. Those over this range or lower are completely immune to hypnosis, even when over EL, although Magnetism might work.

Mysticism This includes the knowledge of Wicca and many other sorts of like things, including much eastern wisdom. It includes interpreting dreams and visions, the sensing of unseen presences and spirits, detection of Heka currents, the influences of elements and years, and many other sorts of things. These are all covered by the use of Mysticisms castings. Crystals, minerals and gems can be used alone or in combination for material, to generate their innate Heka, as substances for Heka working etc. The mystic will know proper ones to use in a given situation DR Hard. Crystals can also be used for a number of purposes, the quality of the crystal affecting uses. First thing is for the mystic to attune the crystal to himself, this takes 7 hours and requires mysticism DR Easy. If the roll fails they are incompatible with the crystal and must find another. Depending on the Quality of the crystal, it contains certain powers, can hold up to a certain amount of Heka and may give a bonus or penalty to use of the powers within the crystal, as follows: Quality Cost Heka Powers Special Poor quality 25-75 25 A-D Powers are used at +1 DR Below Average 100-200 50 A-F None Average 400-1200 100 A-H None Above Average 1600+ 200 A-I Powers are used at -1 DR Exceptional 3200+ 300 A-J Powers are used at -2 DR Unsurpassed 6400+ 400 A-K Powers are used at -3 DR *Note that Above Average, Exceptional and Unsurpassed quality crystals are not readily available and will probably have to be found through play. The powers are as follows, they can only be used while not dazed, sane and sober. The power rolls are made vs. either mysticism or dweomercraft. A special failure destroys the crystal. Only one power may be used at one time. A. Meditation if persona makes Easy roll and announces that they meditate every game day, without skipping a day or failing a roll, they gain +! AP for every 4AP or fraction of. B. Self healing mind & heart requires 2 hours, can be done once per day, DR Hard, and heals 2d 6 Mental and Spiritual damage, usable 1/day. C. Mental/Spiritual defense can provide Mental and Spiritual armor depending on difficulty of roll made. While protected by this armor the user may not attack physically, utilize any device, but can still employ Heka-based attacks, although not using crystals power. If a special success is made double protection is received. The armor lasts for 1 BT or until crystal used for something else. Re-establishing it requires another roll. Failure means user must wait 1 BT until use crystal again. The difficulties and resultant armor are: a. Easy 4 b. Moderate 8 c. Hard 12 d. Difficult 16 e. Very Difficult 20 f. Extreme 24 D. Mental/Spiritual offense the crystal can be used to make a Mental Draining attack or a Spiritual Weakening attack against a spirit with Partial or Non-physical manifestation. This can be done regardless of whether the persona has the necessary casting ability to do this. The attack is made at one-half of either one’s Mysticism or Dweomercraft, whichever is better. If the persona already has the ability to use the proper Heka-based attacks they may make amplified attacks against such spirits with no meditation necessary, even if the crystal is otherwise incapable of Amplification. E. Mental Heka Force Amplification one hour’s worth of meditation DR Hard allows the persona to boost a Mental-based Heka-using area by 50% for 1 AT. This can only be done once per week. They crystal must be present on the user throughout AT or amplification will be broken. F. Heka Concentration one Heka point can be generated per minute of meditation DR Hard, up to maximum of 2 hours. The Heka can be stored in a crystal, added to users own supply or put in another Heka reservoir. Roll is made using Dweomercraft not Mysticism. G. Visions gazing into the crystal can reveal visions without the need to be asleep and at 1 DR easier than normal. H. Self healing body at DR Difficult heals 2d6 Physical damage, usable 1/day. I. Healing others, mind & heart user can heal self and others at DR Hard, the difficulty increasing by one for each additional subject, heals 2d6 Mental and Spiritual damage, usable 1/day. J. Healing others, body with DR Hard can heal 2d6 Physical damage on self and others, with +1 DR for each additional subject. K. Scrying the crystal must be spherical of clear or smoky sort. A clear crystal will see the material and mundane planes and spheres; a smoky one will see the preternatural planes and spheres. A flat, highly polished crystal of very dark material is needed to scry the lower planes and spheres. The persona can also view any invisible spirits present by looking in crystal and making DR Easy. Note that the sight of some spirits may require an insanity check. In addition to the above the mystic also has the following abilities: I. Dreams and visions- Visions and mystic dreams can be had by the mystic and some insight gained. The difficulty is based on the number of times this ability has been used in the past 28 days. First attempt is Easy, second at Moderate etc. This is modified by what sort of information is required by the inquiring mystic. Also if the mystic wishes to direct a dream to find specific information a further +1 DR is applied. II. Detection of Spirits- Can ‘feel a presence’ on a roll DR Easy if the spirit is a Partial Physical Manifestation in a peaceful environment, DR Moderate if there is a distraction present, not caused by the spirit. If the spirit is NPM then the difficulties as Hard/Difficult in similar environments. If the spirit is Supernatural (from a plane or sphere two or more removed) the DR is +2, if the spirit is Entital or a Heka spirit the DR is +4 III. Detection of Magick- Can sense Magick within line of sight, the DR is Extreme, but this decreases by 1 DR for every 100 Heka points involved. It is also possible to make a roll to notice if one of their close friends is the subject of a Mental or Spiritual link. Tolerance This is the personas capacity for dealing with insinuated, inhaled, or ingested intoxicants and toxic substances of other sorts, including alcohol, drugs and poisons. Tolerance does not negate damage but does enable the possessor to better manage them, so their physical systems can to some degree mitigate the harmful effect from physical damage and/or mental damage. To discover if tolerance works a roll is made dependant on the exposure to toxin: Weak and/or minimal amount of toxin Easy Moderate strength in small amount Moderate Average amount in moderate strength Hard Average/above-average amount/strength Difficult Heavy/strong amount/strength Very difficult Massive quantity/strength Extreme Additional rolls are needed for each toxin e.g. drinking large amounts of alcohol required DR Hard to stay sensible, but if the drink is spiked, a DR Difficult is needed to avoid the drug. A success means persona has avoided effects of toxin and can behave normally although still receiving possible damage. A special success the HP somehow avoids all effects of the drug after d3 ATs of wooziness. A failure means the toxin works as normal but duration of the drug is reduced by 1BT for each STEEP in tolerance. Therefore a sleeping drug wouldn’t work for as long etc. A special failure means the skill has no effect at all.

Weapons Special Skill This represents tricks learnt in the use of various weaponry. For every 25 points of steep the persona can learn one sub-area. For every 10 points of steep the persona can choose a weapon to which the trick applies. There are five sub-areas; Feign attack is additional to original rules. I. Florentine allows one weapon to be wielded in each hand, the trick Florentine must be possessed for both weapons used. Each weapon receives its full attack rate; however each weapon is limited to the Florentine steep for its BAC. Only one-handed artificial weapons apply to this trick. Ambidextrous personas may fight Florentine with no penalties or restrictions. II. Fast Draw a roll allows the persona to whip out a weapon with no initiative penalty. The DR varies as to where the weapon is on the body. a. Weapon already held but sheathed Easy b. Strapped to persons side Moderate c. Strapped to persons back Hard d. Weapons in backpack or piece-bonded cannot be fast drawn. III. Specific Target allows the choice of a part of the foes body. This is announced before hit is attempted. A roll is made on Specific Target steep modified dependant on area aimed at: a. Non-Vital Easy b. Vital Moderate c. Super-Vital Hard d. Ultra-Vital Difficult If this roll is a special failure the attack misses. If the roll is a failure the attack continues but when location is rolled it is at a modifier of +20. If the location roll >100 the attack missed anyway. IV. Blind fighting allows attacking of a target that cannot be seen at no penalty. A successful roll allows the persona to fight for d6 CTs. The DR will vary depending on how noisy and smelly the foe is. The base DR is Hard for a noisy, smelly foe, a invisible opponent with no odor and making the slightest whisper would be DR Very Difficult. V. Feigned Attack the attacker may feign an attack towards a parrying weapon, and at the last moment change direction or use a weapon in the other hand if applicable. The attacker must have this sub-area in the weapon used, and either Florentine/Ambidextrous or a steep of 50+ in weapon used. Takes 1.5 times normal time for attack. The attacker first makes a successful hit, if the defender announces an attempt to parry, the attacker immediately chooses to use the sub-area naming the weapon to be used. If the defender has a hand weapon only, the attacker make a DR Moderate, if a small shield a DR Hard, if a large shields a DR Difficult. Success as follows: a. Special Success No parry allowed b. Success Defender may parry at 2 DR harder c. Failure Defender may parry at 1 DR easier d. Special Failure Defender automatically parries Witchcraft A female withcraefter is known as a witch, a male a warlock. This K/S area is one wholly of evil. To become operative requires a pact to be taken. A witch is devoted to malign activities and the spreading of evil. To do this they have powers and castings. Certain activities are also required by a witch, these are detailed first. Witches/Warlocks Esbats and Sabbats: An Esbat is a monthly meeting of Witches/Warlocks. All members of the witches’ coven of 13 meet. A Sabbat is a less frequent, more important meeting. Held four times a year on the eve of the season, the summer/winter solstice and spring/autumn equinox.13 Covens (or six if insufficient in area) meet together. All meetings must take place in isolated, private locations, typically at night out of doors or underground. The meetings convene at stroke of midnight and end one hour before dawn. The meeting involves acknowledging their dark overlords, engaging in dark ceremonies and engaging in a dark service to the malign, and reveling in vileness. A witch gains 39 Heka points at an Esbat with which they must wreak badness of some sort prior to next meeting. Failure to attend an Esbat will result in the individual losing some special instrument, or loss of a Power until she undergoes punishment at a future meeting where the losses are regained. Attending a Sabbat brings 66 Heka points for working vileness prior to next Sabbat. If specially honored for Evil works a bonus of Heka is awarded in multiples of 13, maximum of 169 (13x13) Heka. Failure to attend a Sabbat brings the loss of all Witchcraft casting ability but does not lift the onus of the Pact. The Coven: Each witch must belong to a Coven, there are always 13 individuals, including a chief persona who gains three times bonus Heka as well as other benefits of station. If for any reason one or more members of the Coven are lost, then its members must find new witches to restore the Coven to 13, or else the group falls into disfavor. A disfavored group gains no extra Heka, and unless extra vile deeds where preformed to make up for the shortcomings the group will fall into total disfavor, and for each day until 13 members are restored the length of time of foreclosure of their Pact is shortened. If ever a coven consists of just 7 members for as short a time a 7 hours, the remaining members vanish, their pacts foreclosed and their souls in hell. Powers of Witchcraft: 1) Eyebite: Able to deliver any Charm by merely staring fixedly at the subject and willing effect to occur. This cost 3 additional Heka points. 2) Beastform: Able to transform into a vicious carnivore or omnivore. No Heka cost but only able to do so between midnight and dawn on nights of full moon or new moon. 3) Grimoire: Individual witches also have some form of Grimoire containing their various Cantrips, Charms, Spells, Formulas and Rituals. All Witchcraft castings will be inscribed but some might not yet be usable by the owner. Necromancy Powers of the Necromancer There are three “innate” Powers gained when the individual acquires this Area of K/S. These are: A. Coldbody: This Power enables the persona to have a body temperature below normal and as cold as the surroundings or even colder, down to as low as 35° F. without harm to his physical well being. Note that this Power might allow the persona to be “invisible” to creatures relying on infrared (visual/detection) senses and similar senses using thermal input. For each 1 point of STEEP possessed, the individual is able to lower his body temperature by 1°F., remembering the minimum limit of 35°, of course. The Power of Coldbody functions for 1 AT per point of STEEP, so the persona could have the effect last 20 ATs (2 hours) if he had 20 points of STEEP in Necromancy. B. Darksee: The Power of Darksee enables the Necromancer to see in the infrared and ultraviolet spectrums. Thus, using it, the persona’s visual ability will extend into regions which are “lightless” to creatures relying on the human-norm visual spectrum to see. For each point of STEEP the persona has, he can Darksee for 1 yard as if the surroundings were illuminated by the twilight sky, 1 yard as if conditions were dusk, and one as if the place were illuminated by bright moonlight. The Power has no limit on its use, and the Necromancer can employ it continually without paying or needing to worry about its expiration. C. Shadowskulk: This Power enables the Necromancer to use the dimness of shadows to conceal himself. The more and thicker the shadows, the darker the overall conditions, the easier the Difficulty Rating for use of Shadowskulk Power. If the DR is “Moderate” or “Easy”, then the persona can move as well as conceal himself, but Physical attack will reveal the individual’s presence, of course. Note that total darkness is always DR “Easy” for the Necromancer if those from whom he is concealing himself can use only human-norm visual ability. Again, this is a power with no cost, per se, but it lasts only 1 BT per point of STEEP, and the Necromancer needs 24 hours time to regain used Shadowskulk ability.

Exorcism STEEP Of Exorcist vs. Degree Of Spirit/Being Affected By Exorcism Under 21 1st: Spirit that was once-living and is weak, or a weak Mundane spirit/being 21-30 2nd: Spirit that was once-living and is strong, or a strong Mundane spirit/being 31-40 3rd: Elementary or weak Preternatural spirit/being 41-50 4th: Strong Preternatural spirit/being 51-60 5th: Weak Supernatural spirit/being 61-70 6th: Moderate Supernatural being (Power) 71-80 7th: Strong Supernatural being (Quasi-deity) 81-90 8th: Greatest Supernatural being (Demigod) 91+ 9th: Weak Entital being To perform an Exorcism, the individual with this Knowledge/Skill will need to have certain things for the ritual he must perform to accomplish the task. In all there are nine “steps” for an Exorcism, six of which involve special items. All of the following items must be employed: 1. Candles 2. Symbol 3. Fumigants 4. Wash 5. Incense 6. Oil A. Candles: Three or more candles of virgin beeswax dyed to a color repulsive to the possessing spirit/being and set alight in the proximity of the possessing one. Candles must be made by the Exorcist, cost 100 BUCs each, and provide 1 Heka point each when needed if they are burning, but each can deliver only 1 point of Heka once. Each candle will burn away to nothing in 10 ATs. B. Symbol: The Exorcist must have a symbol repellant to the possessing one. Generally speaking, this symbol is of some deity inimical and opposed to the possessing spirit/being. It is consecrated to ends or a nature opposite to those of the possessing one’s own ends or nature. This symbol must be plainly displayed, thus repulsing the possessing spirit/being and protecting the Exorcist. The symbol will cost 500 BUCs (minimum) and generate once per Exorcism 5 Heka points for the Exorcist when he draws upon it. For example, a Fiend obeying the Egyptian deity Osiris is being Exorcised, and an ankh consecrated to Ra would repel the being due to the conflicting natures of the two -- Osiris of (benign) Darkness and Ra of sunlight and Light, and also because of the enmity between the two over their positions in the dispute between Heru, Son of Osiris and Set (backed by Ra). C. Fumigant: This is a substance composed of herbs and chemicals repellant to the possessing spirit/being when set alight so as to fume and affect the possessed. The fumigant must be burned during the Exorcism’s initial stage. The cost of it is 20 to 200 BUCs (2D10). It generates no Heka. It will burn away in 3 Action Turns. D. Wash: As the fumigant is burning, and the smoke fills the air, the Exorcist must use the wash liberally. A small thing or person is actually laved with the wash, but larger objects or places are sprinkled liberally with the liquid. The wash must be baneful and repugnant to the possessing spirit/being. The liquid is typically of pure, blessed water and might also have attar, essences of herbs, perfumes, etc. to make it more effective. For every 100 BUCs invested by the Exorcist in this wash he will be able to draw 1 point of Heka upon need, but for one time only during the rite, and thereafter the wash is useless. New wash must be used if the Exorcism has not succeeded. E. Incense: When the fumigant is nearly exhausted, the Exorcist must set alight the specially prepared incense. The smoke of the incense must be of an odor repellant to the spirit/being to be exorcised. It will cost between 30 and 300 BUCs (3D10), but if it is burning the Exorcist can draw as many points of Heka from it as its cost in tens of BUCs, i.e. 3 to 30 points of Heka. The energy can be used but once, for upon its employment the incense is consumed. The incense burns for only 1 AT, so the Exorcist must needs be quick to work once the stuff is burning! F. Oil: After using the wash, the Exorcist must anoint with a special oil the place, thing, or person to be exorcised of the possessing spirit/being. The Exorcist makes the oil himself, but it must then be consecrated to a force/nature inimical to the possessing spirit/being. The oil must be compounded of substances repellant to the possessing one. The cost of such oil is 100 BUCs per ounce. Up to five ounces can be employed, and each ounce delivers 1 Heka point for the Exorcist’s use when needed, but this energy can be used but once. When all six of the above items have been properly employed in the Steps required, the Exorcist is ready to commence the remainder of the rite to drive out the possessing spirit/being. This will require the following spoken words, the final three Steps of the rite of Exorcism: a. Naming The Possessor: At worst the general nature of (at least one of) the possessing spirit(s)/being(s) needs be known to the Exorcist so he can name it, thus directing Heka at it later on. (Think of sighting a weapon, for that is, in effect, what is done thus.) If he can identify the possessor further, then there might be no Heka penalty. If the Exorcist knows that the possessing one is a spirit of a dead human and is strong, then there is only a one degree penalty. If the identity, power, and name (or at least one of the names) of (at least one of) the possessor(s) is known, then there is no Heka penalty at all, and the full amount of Heka sent to dispossess the spirit/being will impact. Penalties/bonuses are as follows: Unknown type (spirit or being) Unknown nature (malign, neutral, benign) Unknown origination (Mundane, Preternatural, Supernatural, Entital) Unknown power (weak, moderate, strong) Unknown name Two names known (not Truenames*) Overlord of possessor known Half (only) of Truename known Truename* known

b.

c.

-3 degrees -2 -1 -1 -1 +1 +2 +3 +7 degrees

*See Conjuration and Demonology for details of Truename. Each degree is, as noted above, 5 Heka points. Minus degrees require equal Heka for the Exorcist to get through to the possessor to drive it forth, but any positive degrees give that amount of power to the Exorcist for affecting the spirit/being. Rebuking The Possessor: After naming the possessing spirit/being as precisely as possible, the Exorcist must then deliver rebukes. Rebukes must effectively revile, censure, condemn, castigate, denounce, and execrate the subject. To do so with effect, the nature (benign, neutral, and malign) of the possessing one must be known, or else something of its history. The Exorcist may guess, but errors take away Heka , while correctness of information adds. The Journey Master will need to adjudicate this, but in general a nonspecific rebuke will cost between 5 and 10 Heka points wasted, a wrong one as much more in addition, and a correct one gains 10 points as to nature and each detail of history. (The latter can be telling on the spirit/being!) Reading The Verses: When naming and rebukes are finished, and while the candles and incense are still burning, of course, the Exorcist must then begin reading from a scroll or book containing verses of a nature opposed to (preferably inimically so) that of the possessing spirit/being, while supplicating powers of such opposition to aid the Exorcist in the Exorcism of the subject. If the verses being read are of correct sort as defined above, then the rite is nearing its completion. At this point the subject spirit/being may attempt to leave willingly (the JM will announce this to the persona). The Exorcist may allow voluntary dispossession, or may immediately attempt to launch a blast of Heka at the subject. This is chancy with subjects of power, for they might turn and have battle with Heka forces, so the HP is cautioned: If in doubt, let the spirit/being leave! (The JM will handle all matters of combat if a subject voluntarily giving up possession is assaulted before it can leave.) It is during this reading of verses that the only K/S check needs be made, and that only if the subject has not voluntarily abandoned the possession. All Heka generated by the items of Exorcism (candles, incense, etc.), that gained from favorable degrees (in 5 point increments) or lost (ditto), plus Heka from the Exorcist at a minimum expenditure of 25 points and no maximum, is added to arrive at a final amount that is going into the rite. That is the base amount that will affect the subject if the rite succeeds.

Assuming that the persona is capable of successful Exorcism, then the Difficulty Rating of the task is determined by consulting the table above. Possession Is Of Base DR Mineral, vegetable, or natural object Easy Worked, created, and/or crafted object Moderate Small building or area Hard Animal Difficult Large building or area Very Difficult Person Extreme Each Degree of superiority of Exorcist Each Degree of inferiority of Exorcist Each additional possessor involved

1 DR easier 1 DR harder 1 DR harder

Multiple Possessors Only one spirit/being can represent multiple possessors, and whatever happens to the chief one happens to all others. However, in addition to making the Difficulty Rating worse, these added spirit/being possessors are also able to bolster the effective Spiritual TRAIT of their chief by lending part of their own Spiritual force to that one. However, each such additional possessor adds but 1 point, and they cannot lend their Heka to the chief spirit/being, so multiple possession is rare (and dangerous to the possessors too...). There are certain rare and invaluable objects of power that enhance the ability of the Exorcist with respect to the Degree of his capacity against a powerful opponent. Some will also enable ability when faced by multiple possessors. Consult with your Journey Master regarding these items.

Any Exorcism with a DR of greater ease than “Easy” automatically succeeds and destroys the possessing spirit/being of Supernatural or lesser sort. Any Exorcism with a DR below “Extreme” (or is a Special Failure) automatically fails and exposes the Exorcist to Spiritual Damage and/or the risk of possession. SD occurs if the Spiritual TRAIT of the possessor is higher than that of the Exorcist. Any difference in favor of the possessor is scored as Spiritual Damage against the persona attempting Exorcism. For example, the persona has a S TRAIT of 110 and the possessor’s is 150, so that the Exorcist then takes 40 points of SD.) A K/S versus K/S contest then takes place with S TRAITS of Exorcist and possessor being used. The Exorcist also counts the Heka he has expended in the Exorcism, and may add additional points; however, the possessing spirit/being may also expend Heka to win the struggle, and therein lays the problem... Spiritual Description of Possessor Result Subject has no ratable S TRAIT Takes S Damage on a 1-for-1 basis but is not dispossessed Heka less than S EL Dispossessed, takes 1 point of S Damage for each point of Heka over S EL Heka equal to or in excess of S EL Dispossessed, destroyed unless an Entital being Heka in excess of S TRAIT Dispossessed, all Heka causes M or P Damage Conjuration Conjuration Abilities Disembodied: Semi-Corporeal: Minor: Corporeal: Medial: Major: Greater: Entital:

Weaker spirits of the dead, nature spirits, (Elementals), poltergeists & other non-corporeal All stronger spirits of the dead, lesser Preternatural, weakest Supernatural spirit creatures Minor Preternatural, weak Supernatural; spirit form Solid body at will, powerful non-material, e.g. Preternatural vampire & ghost More powerful Preternatural/Supernatural, e.g. Average Demon Very powerful Preternatural/Supernatural Preternatural/Super-natural near maximum, e.g. Elemental prince, Power, Quasi-deity, and Demigod Most powerful; few Preternatural, some Supernatural, most other

Conjuration Disembodied spirit Semi-corporeal spirit or minor being Corporeal spirit or medial being Major being Greater being Entital being Knowing Truename

Base Heka Point Cost 25 50 75 100 150 200 --

Base DR Easy Moderate Hard Difficult Very Difficult Extreme 1 DR easier

Spellsongs By John R. Troy Some Facts and Theories about this useful K/S area The Spellsongs K/S area in the Mythus* game is perhaps one of the most powerful and versatile areas of magick in the system. The potential for the creation of powerful bards, skalds, is the dream of many a player. Yet unfortunately, not a lot of detail is given about this K/S area. How do Spellsongs work, for instance? What can they do, and what are their limitations? This information is important to players and JMs alike, since it provides background for both proper role-playing and the internal logic of the milieu, as well as guidelines for expanding the castings in the area. I’d thus like to present a few ideas and clarifications into this K/S area. I hope this (unofficial) information can possible help fellow JMs out there. Editor’s note: Gary reviewed this submission and his minor changes are incorporated, though he did not comment on officially or lack thereof. The Nature of Music in Life Before we can discuss Spellsongs, we have to first take a look at the generating force behind the K/S area -- the song and music used to invoke such power. Let’s start with a definition: the word music is “the science or art of ordering tones or sounds in succession, in combination, and in temporal relationships to produce a composition having unity and continuity; vocal, instrumental, or mechanical sounds having rhythm, melody, or harmony.” That sounds rather technical, doesn’t it? Strictly speaking, Music is the creation of patterns of sound by humans for specific reasons. Before early humanity developed language, it is likely that music was created by such primitives. But music is more than that. I’d like to quote from the personal missive of a professional and semi-famous musician/vocalist on what music means to her: “Music is my life. It’s a magical thing that brings joy to those who make it and to those who listen. It’s a universal language... or so I’m told.” Think about this for a moment. Before you dismiss this as the saccharine adjectives of a romantic, consider where music comes from. The word Music comes from the word Muse, the Greek spirit of inspiration and creativity. While the K/S area of music is placed in the Physical category, the nature of song and music comes from the heart, as well as the spirit or soul. Even if a person doesn’t create the music or lyrics -- even if one just sings the songs of others -- there is a special and unique quality to a singer’s performance. Still you doubt? Look at how music is enmeshed within humanity. All cultures on earth have some form or style of music. Music has been used in worship and war, for entertainment, and even to “soothe the savage breast” (or beast)! Turn on American radio, and what do you hear on most stations? Furthermore, just take a look within your own soul and think about how music has affected your life. It also affects our culture: look at its effects on the youth culture, its placement in movies and television, at attempts to ban or restrict certain types of music, and how profitable it is. Admit it -- there is something special about it! How Spellsongs Generate Heka The above quote calls music “a Magical thing.” And of course, Aerth is a Heka-active Milieu! The unusable power of this art becomes useable on the world of Aerth. Where does this magic come from? Unlike many other forms of ‘magic,’ this does not really come from faith in a deity or knowledge of magickal laws, but from the soul of the persona with this skill. Note that the vocation of Poet/Musician is a Spiritual trait; thus, the Trait Heka gained from that vocation is likely to be Spiritual in nature, further proving this point. You’ll note that if Musical Composition and Poetry/Lyrics are possessed in combination with Spellsongs and Music, they provide a special pool of Heka that can be utilized for Spellsong castings only. This Heka is gained from the creative spiritual energy, the “magic” a songwriter or composer taps! Spellsongs, however, is a Mental K/S area. Why? Good question. While the Heka energy tapped is (usually) that of Spiritual nature, the ability needed to manipulate the energy generated or tapped by the persona’s music requires a good intellect -- specifically a quick wit and keen recall -- to employ fully. High Mental Speed is thus vital to the success of these castings. Spellsongs are dependent upon the Music K/S area to be effective, and if a singer’s skill in music is less than the skill in Spellsongs, the effective steep of that practitioner is reduced. Simply put, better musicians produce a higher quality of music, and thus a higher quality of Heka. Furthermore, the castings of Spellsongs seem to be divided into parts: Music and Lyrics. Lyrics are used to enable the effects, similar to the standard incantations used with other Heka K/S areas; and in part they generate the Heka, but another part of the Heka is generated by the rhythm, tones, and melody of the song. Without musical accompaniment, it’s not a song, but a poem. Without the music, the effect of the Spellsong is lessened. Note as well that the musical instrument usually can’t be a Horn or Woodwind, as playing these instruments prevents singing -- although it looks like there may be some exceptions to the rule (piper’s prance, for example), so this is the JM’s call here. (JMs, be warned; prepare these rules ahead of time, lest players complain vehemently!) 1. In game terms, the user of Spellsongs must play an instrument along with the castings; else suffer a doubling of the Heka cost as a penalty. But there are two main exceptions to this rule. First of all, those with the Music Sub-area A Cappella have no penalty when singing alone. What separates a vocalist with A Cappella ability from one without? An A Cappella singer can manipulate the voice with the skill of a musical instrument -- perfect pitch, wide range, rhythm and melody in the voice, and the ability to blend in with other voices. Simply put, those with this K/S sub-area are better singers. 2. Those with Full Practice can also use Spellsongs without music at no penalty. The logic behind this is twofold. First of all, one of the reasons Full Practitioners have their huge multiplier is because they have superlative skill in incantations and chanting, and are thus able to keep time and rhythm better than others. Secondly, the very fact that FPs are so skilled in Heka manipulation allows them to “squeeze more energy” out of a song with the Spellsong K/S area. The Nature of Spellsong Castings Excepting Dweomercraeft, Spellsongs are perhaps the most prolific magickal area in terms of development of castings. The nature of music is creation. Thousands of songs are written every year by musicians on our Earth alone. Since Spellsongs tap the energy of music, thousands of specific castings are likely to be created, as well as some lesser known archetypal castings as well. It’s safe to say that any musician with a Spellsong skill has created at least one specific casting in his or her career. JMs and players are likely to create such castings. However, most Spellsongs have the following restrictions and/or features. Spellsongs have a few restrictions as regards casting times. All Spellsongs have a minimum casting time of Cantrip; no Charms are allowed. (The nature of a Charm is a word or two, hardly enough to count as a verse, let alone a couplet.) In some cases, particularly where the law of change is involved (see below), the length of the casting time depends on the effect produced. Additionally, many of the castings of this nature require constant vocalization after the initial casting to maintain the effect, particularly those of the lower grades. Some involve singing for a short period to add to the spell’s duration time: for each CT or BT a song is sung, the effect lasts for a corresponding AT or so. Think of it this way... the initial Heka of the casting forms a matrix of energy, which is held into place by the musical accompaniment. Some castings require constant song for the matrix to remain, otherwise it will instantly dissipate. Other castings involved channeling a form of “compressed” Heka into the matrix, which stays for a corresponding time; the matrix then slowly dissipates as the energy is released into the area of effect. Other Heka-bearing K/S areas (again excepting Dweomercraeft and Priestcraeft) have more specialized spheres of influence, and this is true of Spellsongs as well. While the K/S area of Spellsongs has more archetypal castings available than any other individual “other” castings, they can’t do everything and are more attuned to certain areas. Music is a part of nature. Perhaps early man had been influenced by the sounds heard in nature -- the roar of the river, the tapping of rain, the sound of the wind.... Music does seem to be a part of many life forms, and influences most. Insects and birds use forms of music for primitive communication, and dolphins may use song as a sophisticated form of the same. Music has even been said to influence plant life! So as we can see from some of the archetypal castings, Spellsongs can influence the forces of the natural world. Castings can summon and influence all forms of animal life, control and influence plant life, and so forth. Such magick can also manipulate the preternatural, and can have a minor effect on the four basic elements of nature. Winds can be summoned, fire quenched, weather controlled, etc. (Note that these effects are very similar to those from the Green School of magick and the Ethos of Moonlight.) It also has some very limited effect over both the Shadow Plane and the Aethereal, as a few castings touch on these spheres. Since music involves and touches the heart, soul, and spirit, many of the castings influence sentient creatures. Spellsong castings are either used for beneficial mental effect on an ally (peaceful rest, bravery, happiness, defense against insanity) or adversarial effect upon an enemy (fear, demoralization, anxiety, fumbling, and hypnotic effects). Additionally, it can increase a mental attribute of a persona, and provide such a persona with a skill; think of a casting of this nature as acting as a teacher in this respect. (As children, didn’t you memorize things in grade school via songs?) Mnemonic enhancement is one of the key qualities of music, and thus a song about a specific K/S area can transfer such knowledge. Music may also heal mental and spiritual damage, positively reinforcing the mind. Note that unless there is a specific statement in the casting description, such castings will work even if the recipient personas do not understand the language of the song! In many cases, such castings release their effects on an emotional level, or on a subconscious or unconscious level -- based on the body language, context of setting, or other factors. Again, this must be determined by the Journey Master ahead of time, to prevent player misinterpretation. In addition, many of the Spellsong castings make use of one particular Law of Magick over all others, the law of Change. Many involve metamorphic magic, objects being tied or untied, shape shifting of plants/animals, refining the quality of an object, and such. Why? The nature of music permits a slow or quick change in tempo, rhythm, or melody. Instruments can be added, pitch can be changed, and it can be all done in a way that makes the song flow smoothly. A song can start out happy, and then slowly change its theme and tone to one of sorrow. Many lyrics “tell stories,” of course, and a story goes from point A to point Z. Most Spellsong castings utilize this law in their makeup, above all others. Motive magick can also be utilized within this K/S area to transport the persona, or even summon mundane animals and spirits, and even such preternatural beings as elementals or guardian spirits -anything within the inner planes. It can also be used to banish or repel creatures from outside the mundane as well, whether from the inner or outer planes. Spellsongs are not designed to conduct or obstruct energy; no blasts of energy, no bolts of force, nothing explosive. Because of this, they also are unlikely to draw Positive or Negative energy directly from the respective inner planes. Spellsongs do not draw energy from the Supernatural or Entital planes at all; their castings are based in the mundane. Note that the general nature of these castings is beneficial. The very nature of music is based upon creativity and inspiration, influence of the spirit. This is anathema to the Entropic plane, and is opposed to that of other Lower planes. Some creatures of Darkness even have an allergy to certain kinds of music, especially bells and gongs (music of Celestial nature). Some castings are thus designed to be inimical to such creatures of vile ilk, damaging them or at least giving them a splitting headache! None of this means that music is incorruptible; like beauty and charisma, it can be used for ill. Those with this skill can change their nature and, like an evil seductress, such personas become cold and manipulative with their art, using it for selfish or immoral ends. On rare occasions, music can be tapped by malign forces; think of moody Gothic music, war chants, and the like as examples. But for the most part, Spellsongs are used by the forces of balance and the supernal. Special Uses of Spellsongs Here are some comments on four interesting special uses of this K/S Area. “Recording” of Spellsongs via Magick Some people may wonder if Spellsongs can be recorded and played back, invoking the same effect. Well, it’s kind of complicated. Music in and of itself can be recorded and played back, and on Aerth a simple low grade casting can accomplish such a task. That’s a given, and many of the upper class purchase “music players” to reproduce songs upon request. But the simple recording of a Spellsong casting is not enough to generate the magickal effect. While recorded music recreates the tones and sounds of a song, it takes two things to manipulate the Heka. First, an individual sings the song to generate the necessary Heka. (Which is more satisfying -- listening to a recording of your favorite musical artist, or attending a live performance?) And the Spellsongs skill is needed to manipulate the Heka involved with those castings, and replaying the music alone does not recreate that effect. However, any of certain magickal items can replay a Spellsong with the effects intact IF it contains its own Heka reservoir, and if one such with the Spellsongs K/S area is involved in the item’s manufacture. By using Heka Forging at the very least, an item is created that can store a song and retrieve it. Remember that unlike a standard recording, this effect only works once, and must be recharged in the standard manner. (The Bucket of Tunes in the Mythus Magick book is an example of this.) OTS Castings

Perhaps one of the primary benefits of this K/S area is the potential for a persona to create an On-The-Spot casting. Unlike other Heka-based K/S areas, Spellsongs is linked to music, and a truly skilled musician can create a lyric or melody very quickly. If the JM is willing to allow OTS castings, this is perhaps the most applicable area for such castings (some dweomercrafters might have this K/S area solely to apply this practice), and in some campaigns it might be the only area where such is allowed. However, using an OTS is no simple feat. The person MUST have both Poetry/Lyrics and Musical Composition to perform such a feat, and the lowest skill should be used when casting an OTS. Thus, if a persona’s STEEP in Poetry/Lyrics is 30, with higher ratings in Musical Composition and Spellsongs, the effective STEEP used is but 30. It is also very difficult to create a rhyme right on the spot, and should be at least a Difficult DR, whatever the experience of the persona. But it could be made easier if the casting is similar to some prior Spellsong (with the same effect on water as another one had on fire, for example). Also, since Spellsongs lends itself to this creation, the Heka expenditure for this type of casting could be doubled rather than tripled. It is difficult, but a quick and creative musician might have a lot more flexibility than a Mage! Allied Spellsongs Music can be a synergistic force. While an opera singer can perform an A Cappella solo, it would have much less effect than one combined with an orchestra. Discerning players and JMs may thus be wondering if they could work in tandem. There are two ways this can work. A group of personas with music skill can combine their ability with a conductor/”front man” who have skill in Spellsongs. While no extra ability is added to the Spellsong itself, there might be some beneficial effects (JM discretion). Each musician or vocalist might add 1 point of Heka for each point of STEEP in the Music K/S area; the musician’s natural Heka is then manipulated by the persona with Spellsongs. While this can make for some potent orchestras, and might seem like overmuch, note that large numbers of musicians are not good in combat, and any disruption of one of the musicians would negate the entire effect. This type of casting would be best used for rituals of a sort. The other and more potent effect is the combination of several having the Spellsong K/S Area itself. Such groups would follow the rules in the Mythus game for combining their K/S areas. Unlike other magicks, there is no need for a special casting to “link” such personas; as long as they know what to do, and have a specific focus (front man), they can combine their power to attain large levels of skill. Castings of levels higher than normally achievable are possible thereby, using the new effective STEEP. However, there must be a limitation to this: the effective STEEP can be no higher than the “front man’s” mental TRAIT, no matter how much is added. Also, if any one persona of such a group disrupts the casting, all the personas feel the effect of the failure. Nothing ventured, nothing gained! Multiple Spellsongs in the Same Area Picture it; you’re listening to a radio, and the music is suddenly drowned out by someone passing nearby with a radio at full blast. This certainly disrupts your enjoyment of your music, and perhaps your concentration. Now think how this would affect a musician. If another song with a dissimilar beat, tempo, and style is going on, the musician often falters. And when magick is added to the equation, POW! The cacophonous sound is likely to create a spectacular (i.e. Damaging) energy effect when the Heka patterns collide with each other! When casting Spellsongs, a practitioner must be careful. If two or more personas in a group use this K/S area to create different effects, they will both fail (at least). There are only two ways to get around this: either combine the skills as mentioned above, or perhaps create complementary Specific Castings. Certain Spellsong castings can be designed to work in tandem with one another, having the same meter and tempo, but with different effects. Of course this is up to the JM to approve, as always. In battle, note that usually the first persona to use Spellsongs gets to utilize the effect. The opposing practitioner normally can’t risk utilizing a vocalized dweomer against a song in progress. However, if the opposing party has finished vocalizing a Spellsong, an opposing Spellsong can be cast with no penalty. Furthermore, in some cases, certain castings can be developed to specifically oppose certain Heka-laced sound and music. For example, a Bard could develop a dweomer to negate a harpy’s Charm power, or a protection against a sphinx’s roar, but (again) these are special cases and must meet with JM approval. Using Spellsongs with other K/S Areas Since the magick of Spellsongs comes from the Spiritual side of a persona, it lends itself well to divine inspiration. The Mythus Magick book recommends that Vows be allowed for use with Spellsongs. In this case, a Deital being enhances the power of the magick of the persona with his or her own energy, thus allowing more potent and powerful Castings to occur. A similar but more powerful effect occurs when a person with partial practice in Priestcraeft makes a vow to a higher being. The persona then utilizes skill in Priestcraeft in conjunction with Spellsongs to channel the energy of the deity, creating a wider variety of effects. While technically the persona can utilize Priestcraeft alone, most of the castings will utilize music in some way. By combining the art of Spellsongs with the canons of Magick, truly powerful effects can be invoked though verse and note. These personas are called Bards. Two ethos of Priestcraeft are more likely to be conjoined with Spellsongs -- those of Light. The ethos of Moonlight is the most attuned to Spellsongs, as many castings of this ethos involve the manipulation of natural forces and thus complement each other. While Sunlight has less in common with music and nature than Moonlight, it still lends itself to complementing Spellsongs. Balance and Darkness don’t usually fare as well, but occasionally you can find such practitioners. Also of note, Full Practitioners of Priestcraeft don’t become Bards or the like. This is due to the nature of Full Practice of Spiritual Bent -- such FPs don’t have the time to deal with their musical nature, unless perhaps their deity has a musical Aspect. Conjuration is sometimes combined with Spellsongs in some manner. This involves the summoning of beings from other planes. An Enchanter uses the conjunction of Spellsongs and Conjuration to summon and control creatures. Rather than utilizing physical pentacles and such, an Enchanter summons by combining song with mental or miniature pentacles (or Special Spellsong Castings), and uses songs to control creatures via such influence. Enchanters rarely summon inimical beings of the lower planes; they are more attuned to preternatural and supernal beings, or they concentrate on conjuring animals or energy. However, the most unique combination of this area involves the use of Magery (Full Practice Dweomercraeft) to become a True Spellsinger. Such personas have knowledge of all the laws of magick, but work primarily with Spellsongs. Rather than utilizing their own Spiritual power solely, or standard rituals, they combine their art with the knowledge and ability to tap into the magickal forces of the multiverse, and manipulate these forces with music. These personas simply don’t cast magick without music and/or songs. Even such castings as Charms utilize a note or shout. Spellsingers can create castings that involve all spheres, rather than the ones generally limited to Spellsongs. There are two types of Spellsingers, “Art” oriented, and “Science” oriented. The first ones are the most common; such personas have all the knowledge of a Dweomercrafter, but are musicians by heart. They are likely to be attuned to the Green School (as it is quasi-mystical and deals with nature) and the White School (as it influences emotion and thought, is beneficial, and even has certain castings of musical nature), although any casting but the Black School could be combined with this area. Such “Art” Spellsingers concentrate on their music as the most important aspect of their skills. Note that those who combine their music with Priestcraeft are all of this nature. However, there are a few Spellsingers who don’t look at music with this insight. Such personas are more intellectual in nature, and don’t see the beauty in such skill. They rather see it as a “science,” musical effects to be manipulated. Such personas are more likely to utilize a Spellsong as just another form of casting, and are at least very cynical or truly evil at worst. Think of certain unscrupulous modern-day producers on Earth: those who dominate and control the vocalists (the true spirit of the music), who cynically make music for the effect it has on the crowd, and who are concerned with profit and image over artistry and talent -- a vile thing! This disgusting attitude exists in some and, since music can be manipulated as a tool, such personas use their skills in this regard. Certain Spellsingers in Pohjola have this attitude, creating evil effects via chants and rhymes. Spellsongs in Aerth While personas with this skill can be found almost anywhere on Aerth (and there are many minstrels, troubadours, and the like), Spellsongs are not highly developed in most of the sophisticated cultures. Dweomercraeft and Priestcraeft are considered to be the most powerful; Alchemy and Herbalism are more practical, and so on. This area is thus underused in many nations, save by entertainers and the like. However, Spellsongs are well-utilized in the Primitive states. The Medicine Men of the Wambak nations of Vargaard and Witch Doctors of the Afrik Congo have a lot of skill in this area. Songs are a part of nature, and primitive society is more attuned to nature. Since these nations don’t have a lot of knowledge (and don’t produce Full Practitioners) in Magery and Priestcraeft, they utilize Spellsongs to accomplish many effects. There are two major exceptions to the civilized cultures exempted above. Of greatest note, the Kelltic races of Avillonia are the primary producers of Bards. They have many castings not known outside their circles, and their skill with musical Heka is widely known throughout all Aerth. The pantheon and culture of the Kellts influenced this culture to develop Spellsongs. Kells and Kelltic deities are more attuned to the natural world than are those in other cultures, and music plays more of a role in a Kell’s spiritual development, seen as far more than a form of entertainment. It is no surprise that this is the land of Bards and Minstrels. Kellts are a major influence on the whole study of Spellsongs worldwide. Think of it this way: on Earth, most of popular music worldwide either comes from or is influenced by the English-speaking nations; by analogy, Avillonia is the central capital of Spellsongs on Aerth. The Soumi nations also have a culture that regards music highly, though their skill in Spellsongs comes from another area. Historically, Kavalea and other such nations have a more intellectual nature in combination with a musical spirit, and such nations produced a lot of Full Practitioners. Many of these practitioners were also skilled in music and were dedicated to their art, and as such, this nation produced the first true Spellsingers. Much of the magickal development of Spellsongs and the more powerful related dweomers come from this realm. Even the evil nation of Pohjola utilizes special chants to work evil, while most of the good nations utilize it as a true Art. Certain other nations display some skill in this area, though not to such a degree. If a populace has a lot of skill in the musical arts, such as in Aechea or the Teutonic states, it is also likely that Spellsongs are well-used therein. If some other country gains more skill in Spellsongs, the culture would influence the types of practitioners and castings in that realm. If Aegypt were to gain a serious interest in Spellsongs, for example, they would probably take a more pragmatic and intellectual approach, utilizing such songs as another form of Dweomercraeft rather than the Art it should be. The Aegyptians, unfortunately, don’t have a high regard for the artistry of musical magick -- you could say they lacked “soul” (although I’d better shut up, lest I get a certain Demiurgic Game designer of reputed Philistine ancestry annoyed at me!). Note that the Seelie of Phaeree also display superlative skill in Spellsongs, particularly the Elves, Faerie, and Fay. As with Magick, Music is one K/S area in which these races are said to surpass humanity. Fay have a lot more Heka available, and their Spellsongs are thus very powerful, at least equal to the Kells and Soumi. On Phaeree, Spellsongs are equal in power to the two Full Practice areas of humanity. There are likely to be powerful archetypal and specific castings developed by these races -- perhaps some on a supernatural level!

Weapons Chart Hand Weapons PMP Min. Notes

-C

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Axe 3 C 8 C 5D6 2 250 17 H

Bec de Corbin Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Axe 3 C 9 P 3D6 2 160 15 Ax4

Aclis Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 5 C 6 B 2D6 1 50 ---

ALBISH BILL (Guisarme-Bill) Sub-Area Pole Arm WP 7 C C SF 10 D-T C/P DAM 4D6 Reach 3 Price 125 PMP Min. 17 Notes B, H, [Q] ARLES FORK (Demi-Partisan Fauchard-Fork) Sub-Area Pole Arm WP 5 C C SF 8 D-T C/P DAM 4D6 Reach 4 Price 175 PMP Min. 16 Notes B, [A], {I} Assegai Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 5 C 3 P 3D6 1 50 13 --

ATLANTLAN FAUCHARD (Double Fauchard Partisan) Sub-Area Pole Arm WP 5 C C SF 8 D-T C/P DAM 5D6 Reach 4 Price 200 PMP Min. 18 Notes A[x2], B, {I}

Bardiche

BERBER SPEAR (Spear-Guisarme) Sub-Area Spear WP 5 C C SF 7 D-T P DAM 3D6 Reach 5 Price 100 PMP Min. 16 Notes D, Q Bill-guisarme

Axe 5 C 4 C 3D6 1 100 13 --

Axe, Battle, 2H Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Axe 8 C 6 C/P 4D6 2 150 16 A, B

HTH (L) 3 M 1 C 2D6 1 60

Pole Arm 4 C 10 C/P 4D6 4 80 15 B, D, H, [Q]

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 6 C 10 C/P 4D6 4 150 15 B, D, H, [Q]

BILLY/MARLIN SPIKE Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club/HTH (L) 2 W 2 B/S 2D6 1 10 -B, L

Bludgeon, 2H Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 2 W 2 S 3D6 1 25 ---

Sub-Area WP C SF D-T

Club 5 W 3 B

Bludgeon

2D6 1 10 ---

Club 6 W 6 B 3D6 2 25 ---

Bo Stick Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 3 W 2 B/S 3D6 3 40 -B

BRASS KNUCKLES (CESTAS) Sub-Area HTH (L/NL) WP 2 C M SF 1 D-T B DAM 2D6 Reach 1 Price 50 PMP Min. -Notes L BRETTON FAUCHARD (Fauchard-Bill Fork) Sub-Area Pole Arm WP 7 C C SF 9 D-T C/P DAM 4D6 Reach 4 Price 200 PMP Min. 18 Notes B, H, [I] CALTROP Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

-0 M 0 P 1D2 0 1 -b, c

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club/HTH (L) 3 W 2 B/S 1D6 2 50 -L

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Whip 4 M 7 B 2D6 2 5 -E, F

CANE

Blackjack

Bagh Nakh Sub-Area WP C SF D-T DAM Reach Price

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes Bill Hook

Axe, hand Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

DAM Reach Price PMP Min. Notes

Chain

Chopper/Cleaver Sub-Area WP

Axe 6

C SF D-T DAM Reach Price PMP Min. Notes

M 4 C 3D6 1 60 ---

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Dagger 5 M 2 P 2D6 1 100 -G

C SF D-T DAM Reach Price PMP Min. Notes

C 7 B 3D6 2 150 15 A

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Whip 7 C 8 B+P 5D6 3 200 17 Ax2

DEATH STAR Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

HTH (L/NL) 0 K 3 B/S 1D6 2 --B, K, L

Foot Pole-Arm 10 C 8 P 5D6 3 300 16 A=15, I, J, Q

Fang Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Axe 4 M 5 C/P 3D6 1 100 15 B

C 7 C/P 4D6 4 125 16 B, H, [I]

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 6 C 7 C 4D6 4 80 16 D, H

Guisarme-voulge Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 5 C 10 C/P 4D6 4 100 17 B, H, [Q]

Guisarme

Flail, 2H

Dagger

C SF D-T DAM Reach Price PMP Min. Notes

Fork, Military Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Halberd Spear 7 C 4 P 3D6 5 71 14 D, E

FARZIAN GLAIVE (Glaive-Fauchard) Sub-Area Pole Arm WP 7 C C SF 8 D-T C DAM 4D6 Reach 4 Price 150 PMP Min. 16 Notes H, I

FRANCIAN FAUCHARD (Fauchard-Glaive Guisarme) Sub-Area Pole Arm WP 10 C C SF 10 D-T C/P DAM 4D6 Reach 4 Price 225 PMP Min. 17 Notes B, H, [J, Q]

Half-moon

Fauchard

Garrote Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 5 C 5 C 4D6 4 70 15 H

Fauchard-fork Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 5 C 9 C/P 4D6 4 125 15 B, H, [I]

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 8 C 6 P 3D6 4 175 15 D, N

HTH (L) 0 W 1 * 4D6 1 10 -M

Hammer, War Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 4 C 5 P 3D6 1 135 15 A

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 6 C 5 C/P 3D6 4 70 15 B, H

Hammer, Maul Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 4 C 6 B 3D6 1 30 16 A, O

Pole Arm 5 W 10 C/P 4D6 4 115 16 B, H, [Q]

Hammer, Maul, 2H Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 7 C 10 B 4D6 2 50 18 A, O

Hammer, War, 2H Sub-Area WP

Club 7

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 3 C 3 B/C/P 3D6 2 350 -B, I, J

Glaive-guisarme Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Sub-Area WP

Whip 5

GLAIVE SERJEANT (Glaive-Fork) Sub-Area Pole Arm WP 7

Flail

Pole Arm 8 C 6 C/P 5D6 3 200 16 B, [D], L{x3}

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes Glaive

Feather Staff

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

C SF D-T DAM Reach Price PMP Min. Notes

C SF D-T DAM Reach Price PMP Min. Notes

C 9 P 4D6 2 200 17 Ax2

C 7 P 4D6 4 200 15 A, N

Knife, Small

Hand Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

HTH (L/NL) 0 K 1 B/S 1D3 1 --B, K, L

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 6 C 6 P 3D6 2 125 15 P

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Dagger 5 M 1 C/P 1D6 1 50 -B

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Dagger 5 M 2 C/P 2D6 1 100 -B

Knife, Large

Harpoon

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 7 C 7 C/P 4D6 4 110 16 B, H, [Q]

KUSARIGAMA (Note that 4 categories apply :) Sub-Area Axe+Whip WP 4 C C SF 4 D-T C/P DAM 3D6 Reach 1 Price 125 PMP Min. 12 Notes B

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

HTH (L) 2 M 3 P 2D6 1 25 -L

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Axe +Whip 3 M 6 B 2D6 1 --d

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

(Whip) 3 C 7 C+P 2D6 3 --E, Q

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

(Whip) 3 M 8 B 2D6 3 --E, F

Hoko

Hook

Hook Fauchard Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 4 C 8 C 4D6 3 80 15 D, H

Jo Stick Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 2 W 1 B/S 2D6 2 15 -B

KAMA (pair) Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Axe 3 C 3 C/P 3D6 1 75 -K

KHAZIRIAN FORK (Demi-Lune Fork) Sub-Area Pole-Arm WP 8

D-T DAM Reach Price PMP Min. Notes

P 5D6 4 150 12 Ax2, R

Lance (heavy horse) Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 12 W 6 P 6D6 4 150 15 Ax2, R

LION’S TOOTH (Spetum-Ranseur Partisan-Guisarme) Sub-Area Pole arm WP 9 C C SF 7 D-T C/P DAM 4D6 Reach 3 Price 200 PMP Min. 17 Notes B, H, [I, J, Q] Lochaber Axe Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Axe 3 C 9 C 4D6 3 105 16 A, D

LOMBARD AXE (Voulge-Fork) Sub-Area Pole Axe WP 5 C C SF 10 D-T C/P DAM 4D6 Reach 4 Price 150 PMP Min. 18 Notes B, H, [I] Lucern Hammer Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 5 C 7 P 3D6 3 120 15 Ax2, D

Mace

Lance (light horse) Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 7 W 4 P 4D6 3 85 10 A, R

Lance (med. horse) Sub-Area WP C SF

Spear 10 W 5

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 5 M 5 B 3D6 1 140 14 A

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 9 C 8 B 4D6 1 180 17 Ax2

Sub-Area WP C SF

Knife 5 M 6

Mace, 2H

Machete

D-T DAM Reach Price PMP Min. Notes

C 3D6 2 60 14 --

MAGYAR GLAIVE (Glaive-Guisarme Spetum) Sub-Area Pole Arm WP 8 C C SF 10 D-T C/P DAM 4D6 Reach 4 Price 250 PMP Min. 16 Notes B, H, J, [Q]

Nunchaku

Man Catcher

O-No

D-T DAM Reach Price PMP Min. Notes

C/P 4D6 4 100 15 B, H, [Q]

D-T DAM Reach Price PMP Min. Notes

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

HTH (L) 0 W 3 B 1+1D6 1 120 -E, L

PIKE, BOARDING Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Axe 7 C 9 C/P 4D6 3 140 17 A

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 6 C 8 C/P 4D6 4 190 14 A, E, Q

Pole Arm 10 C 10 P 1D6 3 165 16 D, J, N

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 4 M 3 C/P 3D6 1 95 10 BJ

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 5 C 6 B/P 3D6 1 80 15 A

Pick, Military Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Axe 3 M 7 P 3D6 1 110 14 Ax2

Morning Star, 2H Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Club 9 C 7 B/P 4D6 3 120 16 A

Pick, Military, 2H Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Axe 5 C 9 P 4D6 2 150 16 Ax3

Partizan

Morning Star

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes NECK BREAKING Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 6 W 5 C/P 4D6 3 110 9 B

NEUSTRIAN CLAW (Fauchard-Fork Glaive) Sub-Area Pole Arm WP 5 C C SF 6

Spear 0 C 8 P 3D6 3 50 ---

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Axe 6 C 9 C/P 4D6 3 150 17 A, B

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 6 C 7 P 4D6 5 140 15 D, J

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Arm 7 C 7 C/P 4D6 3 320 17 A, B

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

HTH (L) 0 M 2 B/P 2D6 1 60 -B, E, L, V

Ranseur

Saber Axe

Sai(s) Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 0 M 7 P 2D6 2 25 -S

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 5 C 10 P 3D6 6 150 15 A, S, U

Sub-Area WP C SF

Spear 3 C 10

Pike HTH (L) 0 -3 B M 1 ----

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes Pole Axe

Pigs Feather

Naginata

Spear 6 W 6 P 3D6 3 125 12 Q

PITCHFORK

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes Manopole

P 3D6 6 125 15 Ax2, S, U

SAVOYARD GLAIVE (Glaive-Guisarme Voulge) Sub-Area Pole Arm WP 5 C C SF 10 D-T C/P DAM 4D6 Reach 4 Price 200 PMP Min. 17 Notes B, Hx2, [J, Q] SCYTHE

Pike, Awl

Sub-Area WP C SF

Pole Arm 0 C 10

D-T DAM Reach Price PMP Min. Notes

D-T DAM Reach Price PMP Min. Notes

C/P 3D6 3 50 12 K

Shield, Adaga Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Shield 0 M 6 P 3D6 1 1000 14 W

Shield, Buckler Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Shield 5 M 2 B 1D3 1 200 10 --

Shield, Buckler, Spiked Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Shield 4 M 4 P 2D6 1 250 10 --

Shield, Kite, small Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Shield 3 M 4 B 1D3 1 500 13 --

Shield, Kite, large Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Shield 0 C 7 B 1D6 1 300 16 --

Shield, Round, small Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Shield, Tower, large Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

B 1D3 1 500 15 --

D-T DAM Reach Price PMP Min. Notes

P 3D6 5 115 15 --

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 7 W 8 P 4D6 5 145 15 D, J

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 6 C 5 P 3D6 3 100 12 --

Spetum Shield 0 C 8 B 1D6 1 350 17 --

SHINOBE ZUE (Note that two categories apply :) Sub-Area Spear WP 4 C W SF 4 D-T B DAM 3D6 Reach 3 Price 200 PMP Min. 12 Notes e

Spontoon

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

+Whip 3 M 12 B 4D6 4 --E, F, J

Staff, Quarter Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 5 W 3 B 3D6 3 20 ---

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Axe 2 C 4 C/P 3D6 1 50 10 B

STRANGLE HOLD Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

HTH (L) 0 -3 B/C 2D6 1 --a

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 5 W 4 P 3D6 2 85 6 --

Sword, Bastard (Hand-and-a-Half) Sub-Area 1H/2H Swd WP 8 C M SF 7 D-T C DAM 5D6 Reach 3 Price 450 PMP Min. 16/15 Notes B, X, Y

Shield 0 M 3 B 1D3 1 400 13 --

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 5 W 5 P 3D6 3 90 9 --

Sword, Broad Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 7 M 6 C 4D6 2 325 15 --

Shield, Round, large Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Shield 0 C 6 B 1D6 1 300 16 --

Spear (10’-12’) Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 5 W 6 P 3D6 4 100 12 --

Sword, Cutlass Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 4 M 6 C 4D6 2 200 15 A

Shield, Tower, small Sub-Area WP C SF

Shield 0 M 4

Spear (13’-15’) Sub-Area WP C SF

Spear 5 W 7

Sword, Epee/Foil Sub-Area WP C SF

1H Sword 6 M 2

SICKLE

Spear (4’-6’)

Spear (7’-9’)

D-T DAM Reach Price PMP Min. Notes Sword, Falchion Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes Sword/Short Gladius Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes Sword, Great/Claymore Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

P 3D6 2 275 -C

1H Sword 4 M 6 C 4D6 2 500 15 Ax2

1H Sword 6 M 3 C/P 3D6 1 200 12 B

2H Sword 3 M 8 C 6D6 3 500 20 Ax3

Sword, Katana/Tachi Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 7 M 4 C/P 4D6 2 900 12 B

Sword, Kopesh Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 4 M 7 C 3D6 2 250 16 --

Sword, Long Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes SWORD, NINJA-TO Sub-Area WP C SF D-T DAM

1H Sword 5 M 5 C/P 4D6 2 350 15 B

1H Sword 5 M 4 C/P 3D6

Reach Price PMP Min. Notes

1 350 10 B, Z

Sword, No-Dachi Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H/2H Swd 7 M 6 C 5D6 3 500 16/15 Y

Sword, Odachi Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

2H Sword 4 M 7 C 6D6 3 625 18 Ax2

Sword, Rapier Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 10 M 4 C/P 4D6 3 400 -B, Z

Sword, Sabre, dueling Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 7 M 4 C/P 3D6 2 375 13 B

Sword, Sabre/Yatagan Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 4 M 6 C 4D6 2 350 13 --

Sword, Scimitar Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 10 M 4 C 3D6 2 425 14 --

Sword, Small/Dress Sub-Area WP C SF D-T DAM Reach Price

1H Sword 4 M 4 P 3D6 1 300

PMP Min. Notes

---

Sword, Tulwar Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 6 M 7 C 4D6 2 375 15 A

Sword, Wakizashi Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

1H Sword 4 M 4 C/P 3D6 1 600 10 B

TALMARK AXE (Battle Axe-Guisarme) Sub-Area Pole Axe WP 7 C C SF 8 D-T C/P DAM 4D6 Reach 3 Price 200 PMP Min. 17 Notes B, D, [A], {Q} Trident Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Spear 3 C 6 P 1+3D6 2 105 14 J

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

HTH (L) 0 W 2 B 1D6 1 40 -L

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Pole Axe 4 W 12 C 4D6 4 100 17 A

Sub-Area WP C SF D-T DAM Reach Price PMP Min. Notes

Whip 1 W 7 C 1D6 4 50 -F, J

Medium Long Extreme ---

4 6 --

Tui Fa

Voulge

Whip

Missile Weapons ACLIS Sub-Area WP T S D-T

Club 5 Y 6 B

DAM Price ROF Ranges:

2D6 50 ½ Point Blank -Short 2

PMPow Notes

AKLYS Sub-Area WP T S D-T DAM Price ROF Ranges:

PMPow Notes ASSAGI Sub-Area WP T S D-T DAM Price ROF Ranges:

PMPow Notes

PMPow Notes

Darts 2 Y 3 P 2D6 10 1 Point Blank Short Medium Long Extreme ---

-10 20 30 50

Spear 5 Y 3 P 3D6 50 1 Point Blank Short Medium Long Extreme 13 --

AXE, HAND Sub-Area Axe WP 5 T Y S 4 D-T C DAM 3D6 Price 110 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow 13 Notes -BLOWGUN Sub-Area Blowgun WP 0 T N S 6 D-T P DAM 1D6 Price 50/0.25 ROF 1 Short Blowgun: Ranges: Point Blank Short Medium Long Extreme Long Blowgun: Ranges: Point Blank Short Medium Long Extreme PMPow -Notes

h,q

BOLAS Sub-Area WP T S D-T DAM Price ROF Ranges:

Sling 6 Y 9 B 2D6 70 1 Point Blank Short Medium Long Extreme

1-5 10 15 20 30

1-4 8 12 116 20

1-4 8 12 16 20

1-5 10 15 25 40

-1-5 10 15 25

12 i,s

BOOMERANG Sub-Area Boomerang WP 1 T Y S 5 D-T C/B DAM 4D6 Price 40 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow -Notes -BOW, SELF (Short) Sub-Area Bow WP 3 T Y S 3 D-T P DAM 2D6 Price 100/3 ROF 1.5 Ranges: Point Blank Short Medium Long Extreme PMPow 6 Notes h BOW, SELF (Medium) Sub-Area Bow WP 6 T Y S 4 D-T P DAM 3D6 Price 150/3.5 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow 12 Notes h BOW, SELF (Long) Sub-Area Bow WP 9 T Y S 5 D-T P DAM 4D6 Price 300/4 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow 18 Notes h,j

T S D-T DAM Price ROF Ranges:

1-5 10 20 40 60

1-10 20 50 70 110

1-20 40 100 160 220

1-30 x6 60 x5 150 x4 240 x2 330 x1

BOW, SELF, GULIAL (Pellet) Sub-Area Bow WP 5 T Y S 6 D-T B/P DAM 3D6 Price 175/5 ROF 1 Ranges: Point Blank 1-15 Short 30 Medium 50 Long 80 Extreme 100 PMPow 6 Notes h,k BOW, COMP. (Short) Sub-Area Bow WP 3

PMPow Notes

Y 3 P 2D6 250/3 1 Point Blank Short Medium Long Extreme 10 h

BOW, COMP. (Medium) Sub-Area Bow WP 5 T Y S 4 D-T P DAM 3D6 Price 275/3.5 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow 14 Notes h,m BOW, COMP. (Long) Sub-Area Bow WP 7 T Y S 5 D-T P DAM 4D6 Price 550/4 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow 18 Notes h,m BOW, FOOT (Long) Sub-Area Bow WP 9 T Y S 9 D-T P DAM 5D6 Price 450/6 ROF ½ Ranges: Point Blank Short Medium Long Extreme PMPow 16 Notes h,n CHO-KO-NU Sub-Area Crossbow WP 0 T N S 3 D-T P DAM 2D6 Price 300/1 ROF 2 Ranges: Point Blank Short Medium Long Extreme PMPow 13 Notes h CLUB Sub-Area WP T S D-T DAM Price ROF

Sling 2 Y 4 B 2D6 25 1

1-10 20 50 120 180

1-20 x2 40 x2 90 x1 160 240

1-40 x4 60 x3 120 x2 240 360

1-70 x7 80 x5 160 x3 320 x1 440

1-5 10 20 30 50

Ranges:

PMPow Notes

Point Blank Short Medium Long Extreme 7 --

1-2 4 6 10 15

CROSSBOW, HAND (Bolt) Sub-Area Crossbow WP 7 T N S 2 D-T P DAM 2D6 Price 100/0.5 ROF 1 Ranges: Point Blank 1-3 Short 9 Medium 15 Long 21 Extreme 30 PMPow 6 Notes h CROSSBOW, HAND (Pellet) Sub-Area Crossbow WP 6 T N S 2 D-T B DAM 4D3 Price 100/0.5 ROF 1 Ranges: Point Blank 1-3 Short 15 Medium 15 Long 18 Extreme 27 PMPow 6 Notes h,k CROSSBOW, HAND (Stone) Sub-Area Crossbow WP 5 T N S 2 D-T B DAM 3D3 Price 100/0.5 ROF 1 Ranges: Point Blank 1-3 Short 6 Medium 12 Long 15 Extreme 24 PMPow 6 Notes h CROSSBOW, SMALL (Bolt) Sub-Area Crossbow WP 6 T N S 4 D-T B DAM 2D6 Price 150/1 ROF 1 Ranges: Point Blank 1-15 Short 30 Medium 60 Long 90 Extreme 120 PMPow 8 Notes h CROSSBOW, SMALL (Pellet) Sub-Area Crossbow WP 5 T N S 4 D-T B/P DAM 4D3 Price 150/5 ROF 1 Ranges: Point Blank 1-15 Short 30 Medium 60 Long 80 Extreme 100

PMPow Notes

8 h,k

CROSSBOW, MEDIUM (Bolt) Sub-Area Crossbow WP 7 T N S 6 D-T P DAM 3D6 Price 200/1.5 ROF ½ Ranges: Point Blank 1-30 x3 Short 50 x2 Medium 100 x1 Long 160 Extreme 240 PMPow 12 Notes h,m CROSSBOW, LARGE (Bolt) Sub-Area Crossbow WP 8 T N S 7 D-T P DAM 4D6 Price 250/2 ROF 1/5 Ranges: Point Blank 1-40 x5 Short 70 x3 Medium 120 x2 Long 240 x1 Extreme 360 PMPow 16 Notes h,n CROSSBOW, REPEATING (Pellet) Sub-Area Crossbow WP 0 T N S 3 D-T B DAM 4D3 Price 300/5 ROF 2 Ranges: Point Blank 1-7 Short 15 Medium 25 Long 40 Extreme 80 PMPow 12 Notes h,k DAGGER Sub-Area WP T S D-T DAM Price ROF Ranges:

PMPow Notes

Knife 2 Y 2 P 2D6 90 2 Point Blank Short Medium Long Extreme ---

DART (Small) Sub-Area Darts WP 6 T Y S 1 D-T P DAM 2D3 Price 1 ROF 2 Ranges: Point Blank Short Medium Long Extreme PMPow -Notes -HAMMER Sub-Area WP

Axe 4

1-2 4 8 12 20

1-3 6 12 18 30

T S D-T DAM Price ROF Ranges:

PMPow Notes HARPOON Sub-Area WP T S D-T DAM Price ROF Ranges:

PMPow Notes JAVELIN Sub-Area WP T S D-T DAM Price ROF Ranges:

PMPow Notes

Y 4 B 3D6 30 1 Point Blank Short Medium Long Extreme 15 --

1-4 8 12 18 20

Spear 6 Y 7 P 3D6 125 1 Point Blank Short Medium Long Extreme 15 --

1-5 10 15 20 25

Spear 4 Y 4 P 3D6 60 1 Point Blank Short Medium Long Extreme ---

JAVELIN (Thonged) Sub-Area Spear WP 6 T Y S 6 D-T P DAM 3D6 Price 65 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow -Notes -JAVELIN & ATLATL Sub-Area Spear WP 8 T Y S 8 D-T P DAM 4D6 Price 80 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow _ Notes o KNIFE (Small) Sub-Area Knife WP 3 T Y S 1 D-T P DAM 1D6 Price 45 ROF 2

1-4 8 16 32 64

1-5 10 20 40 80

1-6 x2 12 x1 24 50 120

Ranges:

PMPow Notes

Point Blank Short Medium Long Extreme ---

KNIFE (Large) Sub-Area Knife WP 3 T Y S 2 D-T P DAM 2D6 Price 85 ROF 2 Ranges: Point Blank Short Medium Long Extreme PMPow -Notes -KNIFE, THROWING Sub-Area Knife WP 3 T Y S 1 D-T P DAM 2+2D6 Price 100 ROF 2 Ranges: Point Blank Short Medium Long Extreme PMPow -Notes -NET (Weighted) Sub-Area Sling WP 0 T N S 9 D-T DAM -Price 100 ROF ½ Ranges: Point Blank Short Medium Long Extreme PMPow -Notes f ROCK Sub-Area WP T S D-T DAM Price ROF Ranges:

PMPow Notes

1-2 4 6 8 10

1-3 6 9 12 15

1-4 8 12 16 20

1-2 4 6 8 10

Darts 1 Y 1 B 2D3 -2 Point Blank Short Medium Long Extreme ---

SLING (Bullet) Sub-Area Sling WP 0 T Y S 8 D-T B/P DAM 4D6 Price 5/6 ROF ½ Ranges: Point Blank Short Medium Long Extreme

1-4 8 16 32 64

-5-25 x2 75 x2 150 250

PMPow Notes

-h,m,p,q

SLING (Stone) Sub-Area Sling WP 0 T Y S 8 D-T B DAM 3D6 Price 5 ROF ½ Ranges: Point Blank Short Medium Long Extreme PMPow -Notes -SPEAR (4’-6’) Sub-Area Spear WP 0 T Y S 4 D-T P DAM 3D6 Price 85 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow 6 Notes r SPEAR (7’-9’) Sub-Area Spear WP 0 T Y S 4 D-T P DAM 3D6 Price 85 ROF 1 Ranges: Point Blank Short Medium Long Extreme PMPow 12 Notes r STAFF SLING (Stone) Sub-Area Sling WP 0 T Y S 6 D-T B DAM 6D6 Price 25 ROF ½ Ranges: Point Blank Short Medium Long Extreme PMPow 15 Notes --

T S D-T DAM Price ROF Ranges:

-5-20 40 80 160

1-4 8 16 24 32

1-3 6 9 12 15

-10-20 50 100 150

THROWING STAR (Small) Sub-Area Throwing Star WP 2 T Y S 1 D-T P DAM 2D3 Price 5 ROF 2 Ranges: Point Blank 1-3 Short 6 Medium 9 Long 12 Extreme 18 PMPow -Notes g THROWING STAR (Large) Sub-Area Throwing Star WP 3

PMPow Notes

Y 2 P 2D6 10 2 Point Blank Short Medium Long Extreme -g

1-4 8 12 24 36

NOTES: A.

B.

C. D. E.

F.

G. H. I.

J.

K.

L. M.

N.

O. P.

Q. R.

S.

T.

U. V. W. X. Y. Z. a. b. c. d.

e. f.

g. h. i.

With each and every hit the weapon negates 5 points of the target’s normal armor, or the weapon’s Weapon Points, whichever is greater. For instance, a bill-guisarme negates 5 points of armor each time it hits, while a battle axe negates 8 points of armor when it hits. Whenever there is a notation with an “x” after A, this means there is a greater number of points of armor negated than 5 or Weapon Points. With the notation x2, the basic armor negation is doubled; x3, trebled, and so forth. For example, the lance (med. Horse) negates 10 x2 = 20 points of the target subject’s normal armor. Before making an attack, the player must declare what Damage Type the persona wielding the weapon intends to inflict. In most cases the choice will be Cutting or Piercing, but there are others, such as Blunt or Stunning. In the case of dual use pole arms (e.g. halberd), to gain maximum use of the weapon the persona must have both of the Combat, Hand Weapons Sub-Areas: Pole Arms, Cutting and Spears/Pole-Arms, Thrusting. Otherwise only one attack form can be utilized. To attack an opponent in hard armor (chain, plate & chain, plate, etc.) the attacker must roll for the attack at DR Extreme (0.1 x FAC). For example, a persona armed with a bagh nakh and having a 30 FAC in Combat HTH Lethal has only a 3% chance (01-03 on D%) to successfully strike the opponent in hard armor. A Special Success in Combat strike determination means the target subject has been caught by the weapon and been dismounted and/or thrown down prone. The wielder may disarm the opponent by succeeding in a roll against FAC at DR Extreme. This attempt requires the use of an attack opportunity or is applicable as a bonus to parrying. If the persona is successful in the latter case, the roll for disarming is a bonus opportunity and separately rolled -- unless a Special Success in parrying was scored, in which case disarming is automatic! This weapon may be used to entangle an opponent’s limbs. To succeed, the attacker must make the roll against FAC at DR Difficult (0.5 FAC). The attacker must specify whether attempting to entangle arms or legs: a. Arms: Should this attack succeed, then the attacker and the target subject must make a PMPow vs. PMPow in a K/S vs. K/S contest. If both fail or both succeed, then the contest continues into the next CT, where it begins immediately again. If the attacker succeeds, the defender is helpless and can take no actions. If the defender succeeds, the weapon is pulled from the attacker’s grip, and the defender can use or discard it as desired. b. Legs: If a leg entangling attack succeeds, roll the attacker’s PMPow vs. the defender’s PNPow at DR Difficult (0.5 PNPow). If the attacker succeeds, the target subject is yanked down to fall prone; if the defender succeeds, the weapon is pulled from the attacker’s grip and thrown somewhere nearby on the ground or floor. When employed against a human or humanoid opponent no larger than 8x human size that is helpless / unable to defend itself and not magically protected, the weapon automatically does sufficient Physical damage to kill the target subject. When used for Cutting damage, the weapon negates normal armor equal to the Weapon Points. For example, a glaive used for Cutting Physical damage will negate 6 points of the target subject’s normal armor (if it succeeds in striking), while a fauchard would similarly negate 4 points. The weapon can be used in an attempt to keep the opponent at bay, i.e. at the end of the weapon’s Reach. To both inflict damage and hold the opponent at bay, the attacker must score a Special Success; otherwise, if a roll against FAC at DR Hard succeeds, the target subject takes no Physical damage from the attack but is held at bay. If at bay, the target subject can make no attack until the next CT (or for 30 “beats” if that system is used). Note: If the successful attempt was made before the target subject could attack, then that subject loses all attack capability that CT. If the successful attempt was made after one or more attacks by the target subject, then that subject loses any remaining attacks in that CT as well as those in the following CT. The weapon may be used to disarm an opponent and/or destroy the opponent’s weapon. To do so the attacker must succeed in a roll against FAC at DR Difficult. If a Special Success is scored, the opponent is disarmed and the weapon is destroyed. Otherwise the attacker must then succeed in a PMPow vs. PNPow K/S vs. K/S contest with the defender to disarm, and/or succeed in an attempt to damage the weapon at DR Easy (3x normal chance) to destroy the opponent’s weapon. (See the Parrying rules, pages 225 and 228-229.) When a hand or foot is used to parry an attack by anything other than a hand or a foot, the parrying defender will take Physical damage. The amount of damage so taken depends on the parried weapon’s Damage Amount, this amount to be rolled normally but without Strike Location, i.e. 1x damage scored. Optional: To parry a weapon without receiving Physical damage, the defender may attempt a FAC roll at DR Difficult for Combat HTH Lethal or Non-Lethal. Failure indicates Physical damage +1 per die is taken, while a Special Failure indicates 2x base damage has been suffered. This is the base Physical damage done by the attack or weapon. If the attacker has sufficiently high STEEP in Combat HTH Lethal, the attacker can do greater damage with the attack form. See Combat, Hand-to-Hand, Lethal, pages 162-163 and the Martial Arts Attacks Tables, page 163. See the K/S Area description of Combat, Hand-to-Hand, Lethal, pages 162-163 to learn how the damage applies. Note that a special success with this weapon indicates that the victim is dead (jugular vein severed, windpipe crushed, or neck broken) unless the target subject has some form of armor protecting the neck from such immediacy. Any thick cloth or the like will suffice to prevent most such -- but not strangulation damage, which is warded off only by leather or better armor protection. In addition to its normal attack mode, the weapon may be used to either keep an opponent at bay or to dismount/throw down the opponent. (This is a popular arm employed by pirates/kidnappers, police, footmen opposing cavalry, and forces meant to keep order in communities wherein there is a tumultuous population.) a. Keep at Bay: This roll is made at a DR Moderate against FAC. Special Success indicates the opponent has also taken Physical damage from the attack; regular Success means held at bay for 1 CT, as detailed in “I” above. b. Dismount and/or Throw Down an Opponent: This occurs automatically on a regular attack when a Special Success is scored. The attacker must otherwise succeed in a roll against FAC at DR Difficult (0.5 FAC). A Special Success indicates Physical damage from the weapon is also inflicted, and regular success that the opponent is dismounted and/or thrown down and is prone. Hard metal armor values (for plate & plate mail) are doubled versus this weapon. The head of this weapon is detachable and connected by a line to the shaft (and then on to the wielder, or to a store of additional line). If an attack with this weapon succeeds, the attacker can use the line to pull the target subject down and then towards the attacker’s location. To accomplish this, the attacker must succeed in a PMPow vs. PMPow K/S vs. K/S contest with the defender. Special Success means the defender is helpless on the following CT. Failure means the head and line are loose. Special Failure means the target subject took only the minimum possible damage. Optional: The Physical damage scored by the attacker can be subtracted from the dice roll for success. This weapon can be used to dismount and/or throw down the target subject if the attacker rolls against FAC at DR Difficult (0.5 FAC). In a regular attack the weapon automatically dismounts and/or throws down an opponent if a Special Success is rolled. This weapon is treated as a spear when used dismounted. The statistics used are specific to the type of lance, as indicated by the mount. Light-horse lancers employ a 10-12’ long spear (lance), while medium- and heavy-horse lancers use a 13-15’ long spear (lance). In addition, armor negation applies only when the weapon is used from the back of a horse moving at a pace equal to at least a canter (canter, gallop/charge). These weapons are normally set in the ground slanted so as to point away from the user towards the direction of the enemy. When so used they inflict 3+3D3 Physical damage against infantry (or similar bipeds) moving towards them at a rate of a trot or faster, or 6+6D6 against horses (or similar quadrupeds) moving at them at such a rate. When so used against horsemen there is a 1/3 chance of dismounting the rider if an attack succeeds, with a 1 on D# indicating the rider has been dismounted, is thrown down, and is prone. Note that normal-sized weapons employed against target subjects 12x human size or larger will not have any effect other than to have the chance to inflict non-vital damage. When used en masse this weapon automatically keeps the opponent at bay and can dismount and throw down an opponent automatically on a Special Success, or if a roll against FAC at DR Difficult (0.5 FAC) is successful. En masse means that at least three ranks deep by four files wide (12 pikes) are facing the target subject, and generally is useful only in company-sized formations (200 pikemen in square). In the initial CT of confrontation, this weapon is automatically accorded first strike unless opposed by a weapon of this same kind. The attacker must declare whether the attack is to be Blunt or Piercing. This shield also requires a minimum PNSpd of 14 to employ it effectively. This weapon negates its Weapon Points in target subject armor when used two-handed. The two numbers are for using the weapon one- and two-handed, respectively, given before and after a slash (/). The attacker using this weapon adds its Weapon Points to all parrying attempts, and also subtracts the Speed Factor penalty from the dice score rolled. Assuming a normal FAC of 50, for example, the FAC in parrying attempts is 50+WP; the attacker’s SF penalty factor (of from 1 to 6 or more) is then deducted from the score. (This is an excellent parrying weapon!) This attack delivers Continuing Physical Damage until the victim succeeds in breaking it or else is killed by the attack form. See Combat, Hand-to-Hand, Lethal on pages 162-163. This weapon is simply placed, dropped, and/or scattered along the path on which enemies are expected to move. The FAC for scoring a hit with one is 20 minus 10 for heavy-soled (leather) footwear (or horses/animals hooves/feet), 5 for moderate to light, or 0 for having cloth covering or bare feet. One check is made for each 2-6 caltrops in a square yard of path. If damage occurs, and if Strike Location indicates a Super or Ultra Vital location, the victim is unable to continue pedal movement for as many days as points of damage scored. This weapon can be used as a single one only unless the wielder is ambidextrous or possesses the Weapons Special Skill of Florentine fighting. But in such a case it can be used as both an axe-like and flail(whip)-like pair of weapons. The weapon also can be spun/whipped out (whip skill) in either of two fashions: one inflicting cutting and piercing damage (thus using the lower armor protection against such damage, if different), the other inflicting blunt damage. Either form of such attack might entangle the foe. This weapon can be used as a bo stick only, but at the option of the wielder a 5’ length of chain can be released from inside the staff. The weapon is then a staff-chain with the second set of statistics shown. Note that after release of the chain the weapon must be employed only in this mode, and can be restored to staff-weapon function only after an undisturbed period of 2 BTs. If a successful strike is made, a target subject of up to 3x human size is entangled in the net and cannot free itself nor do anything for a time period as follows: Strike Location is: Non-Vital 1 CT only Vital 1+1D3 CTs Super Vital 1+2D3 CTs Ultra Vital 1+3D3 CTs Against soft armor (leather, padded, studded leather), make the FAC roll to strike successfully against DR Difficult. Against hard armor the FAC roll is made at DR Extreme. The number before the slash ( / ) is the price of the weapon, while the number after the slash is the price of the ammunition. The attacker may opt to attempt entangling instead. So used, the bolas do no Physical damage but entangle the legs for a duration as follows. Note that bola thongs can be cut. Strike Location is: Non-Vital 1D5 CTs Vital 2D5 CTs

Super Vital Ultra Vital

3D5 CTs 4D5 CTs

j. The weapon negates its Weapon Points in target subject armor up to Extreme Range. The number following an “x” is the multiplier to armor negation at that range. k. The number after the slash is the cost for 20 units of ammunition. (There is no footnote “l” -- lower-case L -- due to possible confusion with the number one “1”.) m. The weapon negates its Weapon Points in target subject armor up to Medium Range. The number following an “x” is the multiplier to armor negation at that range. n. The weapon negates its Weapon Points in target subject armor up to Long Range. The number following an “x” is the multiplier to armor negation at that range. o. The weapon negates its Weapon Points in target subject armor up to Short Range. The number following an “x” is the multiplier to armor negation at that range. p. Sling bullets do both Piercing and Blunt damage up to Medium Range, using whichever form of target subject armor protection is the lesser. Beyond that range damage is always Blunt. In addition, up to Medium Range a sling bullet negates 10 points of target subject armor. The number after the slash is the price for 12 lead sling bullets. q. The number after the slash is the price for 12 blowgun darts. r. Spears greater than 8’ length are melee weapons only. s. The weapon also requires a minimum PNSpd of 15 to use. NEW & EXPANDED WEAPONS 1. Albish Bill (Guisarme-Bill): More than a simple reversal of names (cf. Bill-Guisarme, also Bill Hook), this battle implement of Albish design is actually quite different from other pole arms of similar name and employing the same principles. The top spike is a bit longer than the Bill Hook’s, the angled blade of the bill portion almost halberd-like, and the counter hook opposing the blade is large and sharp of point and edge. It shears armor, can dismount, and only its 5’ or so length makes it less than useful at all times. The PMPow needed to wield this weapon is 17. 2. Arles Fork (Demi-Partisan Fauchard-Fork): Another unusual pole arm is the Demi-Partisan Fauchard-Fork seen principally in Arles. If the sickle-like fauchard portion of this 8’ weapon misses, the little partizan-like axe blade strikes the foe inside the longer blade’s range -- or else the fork threatens if the foe is beyond the Reach. A minimum PMPow of 16 is needed for plying this pole arm. 3. Atlantlan Fauchard (Double Fauchard Partisan): Francia and the surrounding states utilize this 8’ long pole arm. The heavy blades on either side cleave through armor, those corresponding pointed portions pierce, and its forking upper end can be employed to keep foemen at a distance. The weight of the long head requires a strong man, and the minimum PMPow required is 18. 4. Billy: This small wooden club is typically about a foot long, and on shipboard the marlin spike is the usual billy. Law enforcement patrolmen employ this weapon. In the hands of a trained martial artist, it is far more dangerous than it appears. 5. Berber Spear (Spear-Guisarme): Although this is merely an adaptation of the common long spear, the 10’ long Spear-Guisarme (used mainly in western North Afrik) is a very potent weapon when employed in massed formations. It pierces, can keep foes at bay, and can be used to dismount foes by yanking back when they are in range of the hooking guisarme projection. The weapon requires a minimum PMPow of 12 for its use. 6. Bretton Fauchard (Fauchard-Bill Fork): While also heavy-headed and somewhat unwieldy, this pole arm of the Teutonic lands and central Aeropa is an effective weapon nonetheless. Most of its edges cut, and there are four separate piercing points, including the long tine that projects from the base of the head to make it a fork. While efficient at keeping an opponent at a distance, it is not useful in dismounting a foeman inside its range. It likewise requires a potent PMPow of 18 to use. 7. Caltrop: This is an iron device which looks like a child’s jack for playing ball and jacks. One typically has 4-6 points of 1’ length, radiated in such a manner that no matter how the caltrop lands one of these sharp points projects upwards. Dropped so as to scatter along the path of advancing foes, Caltrops pose a hazard to the unaware, or otherwise make moving through the area in which they are littered at a pace of “Cautious,” thus slowing advance or pursuit. The FAC for scoring a hit is 20 minus 10 for heavy-soled (leather) footwear (or a horses/animals hooves/feet), 5 for moderate to light, or 0 for having cloth covering or bare feet. One check is made for each 2-6 caltrops in a square yard of path, providing the victim is unaware of them or cannot avoid moving through the area at a walk or faster. If damage occurs, roll normally for Strike Location; if this indicates a Super or Ultra Vital location, the victim is unable to continue pedal movement for as many days as points of damage scored. 8. Cane: The walking stick or cane is a rod of wood about 30 inches long and an inch in diameter. Its handle is usually rounded in the case of one employed as a fighting instrument, but not necessarily so. It is also a martial arts instrument. 9. Death Star: A pole arm of Atlantlan origination, this weapon is surprisingly not much favored in Iberia, and is seldom encountered outside Atlantl save in mercenary companies. It is rather like a long-handled (7’) morningstar with a metal ball head having elongated radiating spikes. The Deathstar is particularly dangerous in the hands of a very strong user. It typically has an upper spike a foot long, plus 12 other spikes of some nine inches length. Of the latter, 4 point to the cardinal directions, and the other 8 are in a pair of X-shapes set at opposing oblique angles, projecting up and down. The Deathstar can be used to dismount, keep an opponent at bay, or even to catch (and, by twisting, disarm or break) opposing weapons. It requires a PMPow of 18 to use. 10. Farzian Glaive (Glaive-Fauchard): This rather artistic-appearing pole arm is principally employed in the west of Azir, the Farzians probably developing it first. It delivers a vicious cut when the wielder chops with its long-bladed end, and if the foeman is not slain or disabled thus, the hooking fauchard portion can be used with an inward pull to dismount or upset. This weapon requires a strong PMPow of 16 at minimum. 11. Francian Fauchard (Fauchard-Glaive Guisarme): This pole arm is a favorite of Savoyards and is also found in some of the surrounding lands. It stabs, cuts, pierces armor, dismounts, and can be used to disarm opponents or break their weapons. The metal head is a bit over three feet in length, while the pole is usually kept to a 5-6’ size, to make it some 8+ feet in average in total length. If a foe gets past its deadly business end, though, there might be trouble for one using this weapon. The wielder must have at least a PMPow of 17. 12. Glaive Serjeant (Glaive-Fork): A simple pole arm much used by militia in western Aeropa for centuries, the Glaive-Fork remains popular today. Its two-foot long head is usually set atop a pole of eight or more feet length. The warrior plying it can stab with the long blade, cut with its edge, or set/thrust to catch a foeman in the fork and pierce with the pointed tine at the glaive’s back. The minimum PMPow for employing this weapon is 16. 13. Hook: This metal weapon has a sharply pointed end about three inches long, curving in typical hook fashion around half a circle to a shank a bit longer, and also a hand grip. Typical of this instrument is the cargo hook employed by stevedores; it is also a martial arts instrument. Of other note, some individual missing a hand may have a hook attachment fitted for the arm. 14. Kama: An Oriental weapon adapted from the sickle, and used in pairs by martial artists (see Combat, Hand-to-Hand, Lethal), this weapon otherwise compares to the fang or the simple farmer’s sickle. It requires no above-average strength to use. 15. Khazirian Fork (Demi-Lune Fork): This is a most useful sort of pole arm, often 10’ or more in length, used by Khazirians and others in the Mare Ostrum’s eastern regions. The jagged inner edges of its hooking blades tend to ensnare and wound foes, easily holding at bay or dismounting any rider moving towards the wielder, while the straight central blade of the Demi-Lune Fork will pierce and slay. The length and relative heaviness of the weapon’s head means that a persona must have at least a 15 PMPow to use it. 16. Knife, Throwing: This is a specially crafted weapon balanced for perfect accuracy. Typically it is actually dagger-like, sharply pointed and having a double edge. Flat, with little grip for the hand, it is not particularly useful as a hand-to-hand-combat weapon, but is an easily carried and deadly missile in trained hands. 17. Kusarigama: This Oriental weapon requires skill in both Axe and Whip Sub-Areas. It consists of a sickle-like blade set on a haft of about 10-20” long, with a light metal chain of about 4’ to 6’ length fastened to the butt of this handle. To the other end of the chain is secured an ovoid iron weight of two or so pounds weight. The hafted hook portion of the kusarigama can be used as a fang-like weapon, or whipped out to inflict damage, entangle, and/or throw down an opponent. The weighted end of the chain can be used as a second Florentine flail weapon at the same time the hook is wielded. It can otherwise be employed alone as a flail, whipped to inflict damage, entangle, and throw down an opponent. The minimum PMPow required for full use of this weapon is only 12. 18. Lion’s Tooth (Spetum-Ranseur Partisan-Guisarme): This is a fairly recent development in pole arms, now used principally by Lyonnesian light infantry companies. It serves all major functions -- i.e. piercing, cutting, and keeping at bay, dismounting, disarming, and breaking enemy weapons. However, it is not as effective as could be wished when used against the well-armored foeman. A 16 PMPow is needed to use this implement. 19. Lombard Axe (Voulge-Fork): A Milanese pole axe, the Voulge-Fork has been used by levies and regulars alike. The cleaver blade shears armor fairly well, the top spike pierces foes, and the back projection (with its angling point) serves admirably as a fork for slaying or keeping the adversary at bay. It is a heavy implement, though, so the wielder must have a PMPow of 18 or greater. 20. Magyar Glaive (Glaive-Guisarme Spetum): The Bohemians and Magyars are prone to equip formations with this multi-purpose pole arm. It delivers cutting and piercing attacks, dismounts foemen, and even has a projecting blade to disarm or break weapons. Its sharp points and backspike make it useful against heavily armored opponents too. One must have at least a 16 PMPow to use this weapon. 21. Neck Breaking: See added details in “Mystical Manifestations.” 22. Net, Weighted (See Missile Weapons table): This is a very strong mesh of cord similar to the hand net employed by a shallow-water fisherman. The net is circular, with lead weights set symmetrically around its edge, and a heavy line onto which its wielder holds fast. The net spreads open when hurled, and the weights draw it down as it settles. A tug on the line closes the net as a drawstring does a pouch. When used as a weapon it can be quite deadly, for once it settles over its target it can’t be removed, and its confining mesh makes arm movement virtually impossible. Furthermore, the trapped subject can be tugged from his feet and thrown down prone. 23. Neustrian Claw (Fauchard-Fork Glaive): Another of the Francian pole arms which have spread to much of Aeropa, the Fauchard-Fork Glaive has both convex and a concave cutting edge, its pointed ends can pierce, and the branching portion forks to make it fairly efficient at keeping an opponent at bay. It is both inexpensive and relatively easy to forge, and can be mounted on a shaft of 10’ or more length if desired. A minimum PMPow of 15 is needed to employ the weapon. 24. Pike, Boarding: This nautical weapon is a much-shortened version of a broad-headed pike, with a shaft about six feet long and a head 1’ in length. There is a crossbar at the base of the pike’s head, one end of this bar being elongated and curved to form a gaff-like hook. Boarding sailors equipped with these weapons can thus simply thrust and stab, or use the hook portion to secure the opposing vessel or snag an enemy. An opponent caught by the hook will be pulled down and thrown prone. The weapon requires a minimum PMPow of 14 for its use. 25. Pitchfork: The farm implement consists of a handle shaft and two or more metal tines. These are generally used for moving hay or straw, but can also serve as weapons, though of course none are of above Average quality. No strength requirement applies.

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Savoyard Glaive (Glaive-Guisarme Voulge): This form of pole arm is seen from Iberia to Neustria, and eastwards beyond the Rhine as well. It pierces, cuts through armor, and dismounts opponents. Typically set on a six- or seven-foot shaft, the weapon is usually mixed with longer ones in a formation. The wielder needs a hefty PMPow of 17 or more to ply this weighty tool. Scythe: The reaping instrument of the agrarian for cutting swathes of grain or hay, this farm tool can be pressed into service as a weapon of fair sort, albeit cumbersome, slow, inflicting moderate damage only, and requiring at least a PMPow of 12 to use. Two handles and a long slightly curved blade all project from a warped staff having a surprisingly ergonomic shape, considering its ancient origins. Shinobe zue: This Oriental (ninja) weapon seems a plain bo stick or staff. It has a hollow center, however, containing a 5’ to 6’ length of chain, and becomes a staff-chain -- a far more deadly instrument -- on the release of same. The chain can be returned to its hiding place in one minute, but until this is done the staff portion can serve as nothing more than a handle for the chain. Sickle: This agricultural tool is usually nothing more than a curved blade on a short wooden handle, used for cutting grain, clearing weeds, etc. There are military versions of this weapon, especially in the Orient; such variants have a less curved blade and sometimes a longer handle. The sickle needs only a minimum PMPow of 10 to use to full effect. Strangle Hold: See added details in “Mystical Manifestations.” Sword, Ninja-to: This is a relatively short straight-bladed Oriental weapon. While it has only normal damage capacity commensurate with similar swords, the Ninja-to is an excellent parrying weapon because it is fast. Add its weapon points to the parrying chance, and from the roll made to parry deduct the Speed Factor of the opponent’s weapon. The Ninja-to requires a minimum PMPow of only 12. Talmark Axe (Battle Axe-Guisarme): This double-bitted pole-axe is most frequently seen in the Skandian lands and the states around the Baltic. It has a top spike, and can thus be used to thrust as needed. But its main attack functions are its axe blades, and a supporting guisarme-like lower back space is useful for hooking and pulling down mounted opponents. It requires a PMPow of no less than 17 to wield.

Gary Gygax’s

The Epic of Ærth Addenda ™

A Mythus™ Supplement By: Greg Timm Edited By: Alan Kellogg

Note: This is the fourth edition of this treatise, and an effort has been made to correct mistakes from the earlier editions and provide a bit more background than was previously available. Questions, comments and corrections should be e-mailed to: [email protected]. Thanks! The Following Information May Be Added To The Section On Subterranean Ærth (pgs. 44 - 47) THE GEOLOGICAL STRUCTURE of ÆRTH The purpose of this treatise is to provide a more indepth look at the structure and composition of Ærth’s crustal and intercrustal layers. The upper 100 miles of Ærth’s planetary surface is much the same as that of Earth. There is a granitic crust averaging 5 to 10 miles in thickness of which the continental masses are comprised and which the oceans overlay. Below this is the Outer Lithosphere of gabbro which extends down for about 50 miles under whic is the Outer Asthenosphere composed of partially molten basalt which experiences convection currents within its substance and extends down to about the 100-mile depth. Below these layers a phase change in materials occurs, there being an “ultradense matter” mantle which is largely magma consisting of silicates of aluminum, magnesium, iron, and a bit of hekalite. Near the center of this mantle is a highly compressed iron and nickel layer at a temperature of around 2700° F. (1500° C.). It is from this layer that Ærth derives its magnetic field. The mantle and the central metal band are the center of gravity and are about 800 miles thick, then the layers reverse.That is, there is a 50-mile thick Inner Astheno-

sphere followed by a 50-mile thick Inner Lithosphere which in turn is followed by an Inner Crust. Suspended at the center of the Ærth, within its hollow interior and roughly 2800 miles above the surface, is a sphere of pure hekalite some 400 miles in diameter. This sphere supplies continual light and heat to the interior (primarily visible light and infrared, virtually no ultraviolet) and emits a field which keeps the globe suspended in the center. It also emits the enigmatic heka energy which infuses the entire planet and its immediate vicinity in space. The sphere is believed to have caused the development of many of the strangely evolved lifeforms found in the warrens of Subterranean Ærth, as well as causing the formation of the very rare elemental gems. The only known access to the Interior Ærth from the outside (barring magickal means) are at either polar region.There exist openings beyond the ice floes. The northern being about 1100 miles wide and the southern one some 1000 miles. These openings are almost continually surrounded by obscuring cloud masses where the interior and exterior air masses meet and mix.

SUBTERRANEAN ÆRTH Subterranean Ærth refers to that portion of the subsurface crust which is actually inhabited by various representatives of flora and fauna. This then covers the tunnels and chambers down to a depth of about three miles. Beyond this depth, the temperature exceeds 160° F. and the presence of hydrogen sulfide, methane and carbon monoxide make it virtually uninhabitable (certain micro-organisms notwithstanding). The Subterranean world is divided into three regions: Shallowshadow, Midgloom and Deepdark. Shallowshadow consists of the upper levels of the subterranean cave systems, and has a fairly constant temperature of 55º F. Relatively small amounts of mushrooms and other fungi form the basis for the food chain, which includes isopods, slugs, spiders, beetles, crickets, bats, cave salamanders, blindfish, and blind crayfish. Water is actually fairly common in many of the larger chambers, though most of the tunnels are quite dry. In the Midgloom regions the temperature begins to rise (60° to 80° F) and many of the stranger forms of life

in subterranean Ærth begin to manifest themselves in greater numbers. Fluorescent minerals and phosphorescent plants actually provide a dim lighting in many areas of this region. Many large caverns (some nearly a mile in extent) exist in this region and large amounts of fungi, in a multitude of shapes and sizes, grow here as well as many exotic and dangerous forms of plant life. Water is plentiful and a multitude of large chambers are filled with it. Streams of impressive volume exist, as well as many notable waterfalls. Deepdark is a predominantly hot region which has many huge chambers, including some sizable underground lakes. Some are several miles across, and reports of veritable subterranean seas exist, having depths in excess of 1000 feet. In some of the lower and larger chambers pools of hot asphalt and tar or molten sulfur, fumaroles and geysers, and outbreakings of magma are said to be found. Fungal and floral forms are plentiful all the way down to the nether borders of this region, and many bizarre (and often deadly!) sorts of animals are prevalent as well.

THE ECOSYSTEMS OF INTERIOR ÆRTH There are several factors which keep the various regions of Interior Ærth —Outer, Intermediate, and Equatorial— distinct in regards to the fauna inhabiting them. When it is winter in the Northern Hemisphere of the exterior, it is winter likewise in the interior, and the same is true for winter in the Southern Hemisphere. As cooler air pours in from the polar openings and displaces the lighter warm air, snow and ice form, and heavy mist and clouds obscure the normally constant daylight of the interior polar areas. This occurrence of cold fronts keeps the warm climate life forms from spreading beyond the Equatorial and Intermediate regions. Other agents also play a role in determining which animals can exist in which regions. Foremost are the interior oceanic bodies and the specific regions in which various groups of vegetation exist. Sandwiched between the Azirian Ocean to the Interior East and the Vargaardian and Amazonian Oceans to the Interior West, is the Cretaceous region. This area is largely warm plains with some rather large expanses of rainforest. Much of the vegetation can also be found on the Exterior of Ærth. Trees include redwood, maple, willow, sassafras, pine, magnolia, and live oak. Sedges, horsetails, fan palms, and palmetto are also prevalent. This region’s climate ranges from warm and dry in the plains to hot and wet in the rainforests. Nestled between the Sea of Magmur, the Azirian Ocean and the Afrikan Ocean one finds the Jurassic region. This is an area of steamy swamps and jungles with hot beaches. Vegetation includes cycads, ferns, tree ferns, ginkgo,

horsetails, and various conifers. Some of the last of great height. Finally, located between the Æropan and Afrikan Oceans on one side and the Vargaardian and Amazonian Oceans on the other, there lies the Triassic region. Here grows primitive conifers, ferns, cycads, and horsetails. Around the mountainous more arid areas of the Interior East of this regions one finds a place that supports Permian types of vegetation and fauna. Vegetation here is primarily horsetails, conifers, ferns, and seed ferns with afauna of primitive mammal-like reptiles and early therapsids. In the swamps along the strait between the Vargaardian and Amazonian Oceans there is flora of the Devonian-Carboniferous sort; psilophytes, giant club mosses, calamites, ferns, tree ferns, and cordaites. Many insects, arachnids and myriapods are found in this region as well as primitive sorts of amphibians and legged fish. To the north and south of all of these regions are found the Intermediate Bands, where dwell evolved forms of therapsids, crocodilians, lizards, and snakes that prey successfully both on saurians and mammals and, thus, abeting the climate in separating the life forms. Regarding the native sophonts of Interior Ærth, the Theriopodid humanoids are found in the Equatorial Band. The Pithecanthropids are found in the southern hemisphere, along with scattered bands of Homo habilis, Australopithecines, and Neanderthals. The CroMagnon and other groups of early modern humans are found in the northern hemisphere.

METALS of ÆRTH & PHÆREE There are several metals peculiar to Ærth and Phæree which deserve some mention at this point. They are: Adamantine: A silvery, almost translucent metal that is nearly twice as strong as steel and has a higher melting point. It is often used in the manufacture of magickal arms and armor of unsurpassed quality —though only the most effective of heka-forgers and smiths can work it, and sometimes used as coinage. Some alchemists believe that this is an odd metallic form of diamond. Some deposits are found in Ægypt, Manchuria and Hy Braseal. Findrina: A silver-colored metal with the strength of bronze found exclusively in Phæree. It is favored by the Shee, who use Heka to improve its qualities. Hekalite: A silvery mineral with small glowing

motes of light within the matrix. It is infused with heka energy, but whether it is the source or that it gathers and stores the force from its surroundings is still a matter for debate. Hekalite is a prerequisite material in the manufacture of many of the more powerful enchanted items. This mineral is usually brought up from Subterranean Ærth, but deposits are found in the Avillonian Kingdom, Ægypt, Pohjola, and Hy Braseal. It is fairly common in Phæree, and its odd counterpart, the purplish-black anti-hekalite, is found in Interior Phæree. Oricalcum: This metal is known mostly from Atlantl and the Rowona-Ahuke border in Lemuria. It has a color similar to molten copper and a hardness slightly greater than gold. It is used mostly in decorative metalwork and coinage, but when alloyed with bronze it makes quite impressive and serviceable armor or weaponry.

ADDENDA & ERRATA: MYTHUS: Epic Of Ærth

(The page number indicates where in the Epic of Ærth Manual the error-correction or addition is to be inserted) Venomous Fauna (pg. 39) Some jellyfish, coneshells, and octopi are also quite poisonous; notably from the Great Reef off the east coast of Magmur. Treat venoms as 50/50/25 to 70/70/35. Fauna of Ærth table (pg. 40) Correction: The Llama is incorrectly designated as being native to Vaargard and should be designated as Amazonian. Ægypt (pg. 65 - 66) Mention must be made of the city of Alexandria with its huge and comprehensive library and the 500-foot tall lighthouse (pharos) guarding its harbor, rebuilt after being nearly destroyed by an ærthquake. The Palace of the Ptolomies was recently discovered just off shore and is being moved to dry land and restored. Afula (pg. 66) The Afula (or, Fulani) are tribes existing north of the Mandingu in West Afrik. They raise chickens, goats and sheep, and grow millet, rice and sorghum for food. They are paler of skin than most of the Black race of Afrik, appearing more like the Berbers to the north. Many of these tribes have been absorbed by the westward expansion of Darfur. Aleyeska (pg. 68) This huge peninsula of northwest Vargaard is named for a native word meaning “Great Country”. It is a diverse region, with tundra and ice to the north, mountains and plateaus in the central section (including Mt. Aleyeska, 20,300' in height) and a temperate south coast with wooded fjords. It is inhabited by the Tlingit tribes to the west and south, and the Inuit peoples to the north and east. Bear (both brown and polar), caribou, seals, hares, wolves, salmon, and cod are common; as are spruce, fir, birch, poplar, tundra mosses, and grasses. Some mineral wealth, including gold, exists but is currently unexploited.

Amazonia (pg.69) The Amazon River Basin and Rain Forest constitute a huge portion of Amazonia, but are largely unex-

plored. The river itself is nearly 4200 miles in length. The flora includes trees such as andira, vochysia, sapodilla, cacao, mahogany, brasil nut, peanuts, and kapok; as well as an assortment of lianas, epiphytes, orchids, and ferns. Fauna ranges from ocelots, tailed monkeys, capybaras, sloths, tapirs, and armored anteaters to parrots, toucans, caimans, boas, anacondas, and iguanas. Colorful tree frogs, butterflies, moths and katydids are abundant, and here one finds the trooping army ants. Electric eels and piranha are to be found in the river and streams along with the 10' long arapaima and the endless variety of tropical fish. A variety of the leech found in some tributaries grows to over a foot-and-ahalf in length! Mineral wealth includes tin, silver, gold, diamonds, topazes, and emeralds. Rumors exist of towering plateaus (called tepui) within the forest, the tops of which are said to have vegetation and animals of bygone ages dwelling thereon. Primitive tribes such as the Aguaruna, Txukahamai, Kayapo, and Yanomamo —using blowgun darts tipped with such poisons as curare and arrow-poison frog venom — dwell within this forested area, as well as the Onaxares (see Mythus Ærth Bestiary). They raise manioc (cassava) to supplement their diets. Also of note is the legendary region of El Dorado with its capital city of Manoa, rumored to be located somewhere in the northern part of the Amazon Rain Forest. It is said to be the home of an advanced society, having buildings decorated with silver, gold and emeralds. Apache (pg. 69) This region includes nomadic tribes such as the Jicarilla, Chiricahua, Mescalero, and Navaho (which all speak the Athabascan dialect); as well as sedentary tribes like the Pueblo, Hopi and Zuni (who speak the Uto-Teclan dialect). The nomadic people hunt buffalo, peccaries and jackrabbits and dwell in wickiups made of brush, or sod-covered hogans in the case of the Navaho. They use bow and spear to hunt game, and make baskets and weave textiles. The Pueblo and other settled peoples tend to dwell in structures composed of adobe and stone and raise crops such as maize, sunflowers, squash, and wheat. The Pueblo are famous for their pottery, woven goods and jewelry of copper, silver and turquoise. The terrain of this region is mostly arid plain, desert, or mountainous, the vegetation in the territory ranging from grasses to desert flora such as sagebrush, creosote, mesquite, saguaro, prickly pear, and yucca. The total population of these tribes of native

Vargaardians is around 45,000. There is a legend of seven cities of pueblo-like dwellings located somewhere in the mesa lands which are said to be rich in gold, but further information is lacking. A continual guerilla war is waged by the nomadic tribes of the region against the invading Teclans from the south, who are also distracted by a war with Muya. Atlantlis (pg. 71) The worship of Qalkhru, black kraken god of death, misfortune and piracy is currently quite prevalent in this nation. There are two very lavish xaquagi racing stadiums in Atlantis City, resembling the Circus Maximus of Rome, but much older in origin. It is rumored that several heka-powered metallic flying machines known as vailxi are hidden in a cave of the Atlantlchol Mountains within this nation. Some of the dangerous marine flora off the coast of Atlantl should be mentioned; notably the Black-andWhite Tiger Crab which grows to 200 pounds and can be quite deadly to unwary swimmers, and the Crimson Moray with its venomous bite (20/20/10). These both dwell in the deeper waters just beyond the coastal reefs. In addition to other critters already mentioned, the ermine, mink, stoat, and fox are all found here, as well as crocodiles, adders, vipers, hawks, vultures, and rooks. Correction: Lake Artax is roughly 100 miles long by 75 miles wide. Babylonia (pg. 72) The sultan is referred to as lugal in the Old Babylonian tongue; his vassals—the bey—serving as regional governors are called ensi, the high priest of each deity is referred to as an en, and his grand vizier is known as a sukkalmah. Though the language of Babylonia is referred to as ‘Sumerian’, it is actually an agglomeration of Sumerian, Akkadian and Babylonian with a smattering of Yarbic and Turkic as well. Magickal devices also include the Palu (literally, “term of rulership”), the Divine Weapon of the Babylonian pantheon, said to have been bestowed upon the ecclesiastia by Ea himself. This is kept within a vault of the 300-foot tall Etemenanki; also called the Tower of Babylon. The folk of this region enjoy a simple board game that was developed in ancient Ur.

Yarbay. They ride upon camels and dwell in tents made of camelskin. Benin (pg. 74) Products from this kingdom include palm oil, indigo, cotton and ivory. The people refer to their king as oba. The juju (medicine man/sorceror) of each village is elected for a period of seven years. To the southeast of this kingdom is the center of the secret society known as egbo, whose members serve as judges and administrators for the region. They possess a seccret form of writing called nsibidi, and their order has seven grades: ekpiri ngbe, ebu nko, mbawkaw, ndibu, oku akama, eturi, and nkanda Caledonia (pg. 82) The Caledonians are noted as fierce fighters, their slogan being “Raise not the ire of the Lion of Caledonia!” Among their favored weapons is the claidhaemmor (claymore sword). Cherokia (pg. 86 - 87) The Cherokian tribe is divided into seven matrilineal clans. As well as hunting and fishing, they raise maize, sweet potatoes, squash, and sunflowers in their villages. Their dwellings are generally made of thatch over wooden frames. Tomahawks are the favored weapons of battle. The forests of their territories consist mainly of white oak, live oak, maple, pecan, and willow. Cholcan (pg. 88) This Atlantlan government possesses the amazing Starmetal Sword; a broadsword composed of meteoric alloy that is anathema to magick and said to be able to nullify heka of even Entital level (treat wielder as having an R factor of 5000!). It is said that some of the Atlantlan deities are uneasy about this weapon and its implications… Colzuvan (pg. 88 - 89) Yntygka, octopus-headed god of sailors and enemy of Qalkhru, is the object of popular worship here. Hasur (pg. 103 - 104)

Bedouin (pg. 73) These nomadic tribesmen dwell in the desolate lands just south of the Phoenecian principalities of North Afrik. They are mainly of Yarbic-Babylonian descent, having originated from the jihads which swept from Near Azir, and their mode of dress is similar to that found in

The king of this nation is called a melek. Under him serve several priest-judges known as shofets, and each major city and its surrounding territory is overseen by a rab. Hawai‘i (pg. 104)

These volcanic islands to the west of Vargaard and north-east of Lemuria have a population of around 200,000 living in a tribal society ruled by a kingship (Kamehameha VI). The priestly caste of medicine men is known as kahunas, and they are strong wielders of mana (heka). The other strata of society are: ali‘i (the nobility), maka‘ainana (the commoners) and kauwa (the outcasts). The islanders subsist mainly upon fish, molluscs, crustaceans, coconuts, pineapple, taro, and kava. Several Lemurian states would undoubtedly like to absorb this kingdom into their own (such as Tonuia and Muavinapu), but distance and politics upon the mainland prevent them from devoting any real effort. These folk have a small naval force based upon a type of catamaran. Hiluo (pg. 106) The folk of this nation are agrarian in nature, raising cassava, coconuts, plantain, pineapple, papaya, and mangoes. They hunt the jungle fringes and catch seafood for their meat. Though there is some malachite and native copper to be found, as well as tin, their implements and weapons tend to be made of wood, stone, coral, and bone. The location of this nation provides its greatest defense, as well as the possession of a powerful artifact that allows its wielder to turn fierce predators of the jungle and sea against intruders. Hispanola (pg. 107-108) The society of this land includes the mestizo (Arawak-Atlantlan or Arawak-Iberian mix), the Creole (Black-Iberian mix) and the aristocrats of the Haciendae (landed estates). The municipal areas are run by an Alcalde. On the isle of Cabao Rey, the voudon religion is popular among much of the population, and led by the houngans (priests) and mambos (priestesses). Hyperborea (pg. 109) It is said that in the arctic north of Pohjola there exists a volcanically heated mountainous country known as Hyperborea. Palms, ferns, bromeliads, and other tropical plants grow in the steamy valleys and animals of Ærth’s Paleocene and Eocene eras wander therein. The southern boundary of this land is the Riphaean Mountains. A human civilization flourishes here as well, ruled by the apparently immortal wizard-priest Abaris. An artifact of great power, the Golden Javelin, is in his possession. Inca (pg. 109-110) Inca is noted for its well-kept roadways, vine-rope suspension bridges, terraced fields, and use of ‘quipu’

(knotted, colored counting strings used for inventory). Its efficient foot courier system allows messages to travel up to 150 miles per day. Agriculture consists mainly of maize and potatoes, though several plants indigenous to the semi-tropical highlands are also utilized including cacao (for chocolate), cherimoya (a fruit tasting like a combination of banana and pineapple), and the leaves of the coca tree (chewed as a stimulant). Cotton is grown as well, having shades of white, brown and mauve. Despite the introduction of horses, llamas and alpacas remain the primary beasts of burden as well as sources of food and wool. The amazonian devil is honored for its ferocity and curiousity. Iroukia (pg. 111) The Iroukian peoples dwell in longhouses made of wooden poles and covered by sheets of bark. In fact they refer to themselves as ho-de-no-sau-nee (“people of the longhouse”). Each has a smoke hole in the roof over an enclosed fire hearth, and several families live in the structure. Their towns are often surrounded by palisades constructed from tall, wooden stakes. They manufacture canoes of wooden frames covered by birch bark slabs. Their clans are matrilineal with women enjoying a fairly high status within this culture. The tribes will sometimes meet in a Grand Council of 50 sachems (chiefs). These people hunt deer, duck and small game as well as raising maize, beans, squash, apples, and strawberries. The forests in their area are largely of maple, oak, birch, hornbeam, sumac, pitch pine, and white pine. Bow and arrows, carved wooden clubs and the tomahawk are the preferred weapons of battle. The ganeo'q (the drum-dance of thanks) and the ostowegowa (great feather dance of thanks) —both to their creator god (Haweniyo)— are quite interesting. The wasase is their dance of war. An alliance between the Potawatomi, Miami and Shawnee tribes to the west —formed to repel Æropean invaders— is viewed as a potential threat as it unites a population of over 30,000.

Khitai (pg. 117) Somewhere above the rhododendron and bamboo thickets of the Byakalan Range lie the cursed pools known as jhusenkyou, which are said to have transformational properties for any who bathe or fall in their waters. Kolok Island (pg. 118) Though nominally a portion of Vekanu, this island —covered by jungle growth— is virtually uninhabited by man except for fierce natives of the hunter-gatherer

ilk. The island is particularly active volcanically, and obsidian and sharpened basalt are commonly used in weaponry. Kongo (pg. 118) This region of Afrika —currently ruled by the head chief Ngurumo-Kubwa of the Bakongo Bantu tribe— is mostly rain forest, with acacia savanna to the south and highlands to the east. The legendary Mountains of the Moon with their snow-covered peaks are found in this region, some with heights of over 17,600 feet. Somewhere to the east of these in uncharted territory is said to be a massive freshwater lake named Lake Osiris by explorers from Meroe. Forest swine, okapi, civets, squirrels, monkeys, hornbills, chimpanzees, and crocodiles are typical fauna of the forest, and insects are well represented; including the dreaded tsetse fly and driver ants. Gorillas dwell in the eastern, forested highlands. Deep in the forest is said to dwell the mokele mbembe, a great elephantine beast with a long neck and long, thick tail. Said to be a form of sauropod. Around 50,000 pygmies of the Mbuti tribe dwell within the forests’ confines. Ebony from the diospyros trees, mahogany, teak, rubber, plantains and bananas, raffia palm fiber cloth, and ivory (said to be harvested from a hidden ‘elephant’s graveyard’ in the east) are noted exports. Small quantities of salt, copper, iron, gold, and silver are also occasionally traded. Lakota (pg. 119) The peoples of “The Seven Council Fires” are very tall, and nomadic in their ways. They dwell in teepees hunting buffalo and pronghorn in the tall grasses of the plains with spear and bow. For combat they favor the tomahawk and round shields of leather over wooden frames. They dominate their neighbors, the Ojibwa, Cree, Blackfeet, Crow, Pawnee, and Kiowa. The Sun Dance is their most important religious ceremony. Lemi-Lemu (pg. 120) Lemi-Lemu has vast supplies of copper, as well as deposits of tin, silver, lead, gold, zinc, nitrates, sulfur, salt, garnets, and emeralds. The folk here cultivate cassava, coconuts, pineapple, bananas, breadfruit, potatoes, tomatoes, sugar cane, and sapodilla. They raise the guanaco (a relative of the llama) and tapir for food, leather and wool; gathering seafood along the coasts. In the wilds of the hilly regions and swamps between this nation and Mu are found many creatures, including megasloths, hippoceri (toxodonti), toradillos, tapirephants, peccaries, emu, condors, parrots, boas, crocodiles, and caimans. The eastern and southern terrain of Lem-Lemu consists of coastal mangrove swamps and tropical rainforests featuring palms, ferns,

orchids, geraniums, tree ferns, lobeliads, epiphytes, and sandalwood. To the west, the terrain becomes more akin to the pampas of Amazonia, and vegetation consists mostly of various grasses and scattered acacia. Slavery is common here, but nowhere near to that found in Mu. The bulk of the population are serfs, followed by a middle class of merchants and artisans. Luhiva Jungle (pg. 122) This northwestern section of Lemuria —bounded by the Ofua Mountains to the south— is inhabited by wild tribesmen and horrible beasts found nowhere else, including a giant form of the Komodo dragon (see: Colositor, pg. 69 in the Mythus Ærth Bestiary) and a 3' long variety of venomous spider. A freshwater fish very similar to the piranha of Amazonia is found in many of the streams in this region. In addition there are wild pigs, jaguars, lemurs, boas, crocodiles, parrots, and hawks, as well as prehistoric species such as thylacotherium, boerhyaena, machairodi, and glyptodont. The jungle is mostly tree ferns, black beech, calophyllum, eucalyptus, fig, and many varieties of ferns, creepers and flowering plants. Mangroves, coconuts and candelabra pines dot the coasts. Expeditions from Tonuia have vanished in this region, but the Phagu of Hiluo to the east has a device that exercises some control over the terrible creatures dwelling here, and allows passage of small groups from that nation. In addition to the aforementioned hazards, typhoid, malaria and dysentery are prevalent enough to make the region even more hostile to outsiders! Lyonesse (pg. 124) Along with all of its other bounties mention needs to be made of this nation’s wondrous honey supplied by the bees of its many apiaries, its outstanding dairy cattle (which give vast supplies of milk and creamy butter), and the salmon and trout of its rivers and lochs. The great Bard Colleges should also be noted, which under Brehon Law contain seven grades; the highest of which is called Ollamh (usually achieved after a minimum of ten years of study). The bards of the schools of Lyonesse generally wear blue clothing to mark their calling. Likewise, those of the Ovate calling wear green while those who are of Druid station wear white. It is important to note that in addition to their religious duties Druids also serve as judges and teachers. At least one important portal to Phæree exists within the confines of this nation. Many creatures of the Seelie and Hobgoblin sort are known to use it to visit Ærth. There is a type of chess game that is most commonly preferred in this nation called gwyddbwyll (or, fidchell).

Magmur (pg. 125) The least explored continent of Ærth, Magmur has temperate coastal plains, an arid interior (the Ganuumu), tropical jungles to the north, and the Great Barrier Reef extending off of its entire eastern coast. Mention should also be made of Uluru, a massive red sandstone monolith held sacred by the Magmurians which rises over 1100 feet above the surrounding Ganuumu Desert in the north. The marine waters around this continent are home to the most venomous sea creatures of Ærth (coneshell, seawasp jellyfish, sea snake, blueringed octopus, and stonefish), as well as sharks, barracudas, and giant clams. The dry inland deserts are home to the deadly tiger snake, death adder, funnelweb spider, and desert scorpion. Many interesting animals are to be found. These include kangaroos, wallabies, dingoes, koalas, and platypuses. Flora includes spinifex grass, kunzea, desert pea, bottle brush, golden wattle, eucalyptus, desert oak, and acacia in the drier regions and ferns, palms, cycads, tree ferns, orchids, breadfruit, and coconuts in the wetter areas. A species of mountain ash found here grows to over 300 feet in height! In the far northwestern portions of the upper peninsula can be found cloves and nutmeg. The Magmurians of the Ganuumu Desert and the eastern, southern and western coasts along with the Papuans of the northern jungles are of the Magmurian Black race. One of the oldest races on Ærth. The Magmurians carry little more with them than two sticks for starting fires, a small supply of food (often dried worms!) and weapons (stone knives, boomerang, spear, and woomera [spear-thrower]). Their various clans are based on "Dreamtime" ancestors. There are several rudimentary Lemurian colonies located on the eastern and southern coastal areas. Small amounts of gold, silver, lead, zinc, and copper have been mined here. Mandan (pg. 129) These folk refer to themselves as numakaki and live in dome-shaped, earth-covered lodges with stockades around the villages. The shaman, as healer and communicator with spirits, is a vital member of each community. They raise maize, beans, pumpkins, and sunflowers as well as hunt buffalo and deer. They manufacture much pottery. Their weapons of choice are bow and lance. The Mandan are able to communicate amongst their tribes with a form of sign language. Mandingu (pg. 129) These tribesmen are found within the lower region of Western Afrika, currently ruled by Samori III. They often skirmish with Dakhlan and Senegal. They incorporate captives into their army as an alternative to en-

slavement, thus solidifying their holdings. These folk trade in gold dust and cattle, and harvest yams, oil palm nuts and plantains for food. They also have many iron foundries and make their weapons of that metal. They utilize cowrie shells as a form of money, 10 shells approximately equaling 1 BUC. Movare Desert (pg. 135) This is the desolate home of the Eahoi Tribes, who subsist as nomadic bandits. They often use an archaic form of camel-llama (Camelops) for mounts. The predominant vegetation here is cacti, mulga, grasses, and some pandanus palms near the coast. The Ao Mountain Range stretches along its southern border, separating it from the Caconeate of Mu. To the east in the Gulf of Chuna dwell particularly huge cuttlefish, and one 50-foot specimen is said to be an incarnation of Fe’e, the god of war, to whom human sacrifices are sometimes given. Mu (pg. 135) This nation has productive mines of copper, tin, iron, gold, and coal. Basalt and marble are quarried for building use in the mountainous regions. Maize is raised in the rich plains, and cassava, potatoes, tomatoes, sugarcane, and pineapple are also harvested in various areas. Tapirs and a domesticated form of hairy hippoceri are kept for food, and rich catches of fish, shellfish and crustaceans are brought from the Gulf of Mu. Most of the terrain of Mu consists of fertile grasslands, but the coastal areas have tropical vegetation similar to that found in Lemi-Lemu. Both Ahuke and Mu purport to possess the artifact known as The Shell of the Deep, and it has changed hands between the two nations several times; but the actual item is in the hands of Ahuke, while that held by Mu is a less powerful copy! Muavinapu (pg. 135 – 136) Most of the local economy consists of fishing and agriculture, with the fields fertilized using bird guano found in vast quanities along certain stretches of the coast. Pineapple, taro, kava, cassava, yams, and copra are all raised here. Small quantities of gold are found in the mountain streams of the east. It is believed that this nation has the largest sea navy of the Lemurian states. Muya (pg. 136) The Muyans have a highly sophisticated culture due to their contact with both Olmec-derived peoples and the Lemurians. Their language is a creole of their native tongue mixed with a Lemurian vocabulary. The

Muyans are distinct in appearance, with their pronounced nose, slanting forehead, black hair, and full lips. They have a very accurate calendar system and a system of writing that involves pictograms, which also have phonetic values. They build impressive stone step-pyramids with bases 200 feet on a side and rising steeply to nearly 100 feet in height. Broad staircases on all four sides climb the sides to wood and stone temples at the pinnacle. They also build “I”-shaped courts around 250 feet in length wherein they play an interesting sport involving propelling a hard, rubber ball through small stone hoops on either side of the court using flat, stone scoops. This is known as pok-ta-pok, and the leader of the losing team is often executed! The deities of the Muyans are, in fact, the Lemurian gods that were imposed upon them by their former masters. They include: Hunab Ku (supreme creator god), Itzamna (sky & moon god), Ixchel (goddess of fecundity), Hurakan (storm and wind deity), Kukulcan (serpent deity of culture & resurrection), Chaac (rain deity), Hunhau (death god), and Nacon (war deity, for whom the holkam-okat—“dance of warriors”—is performed). Sacrificial victims are usually disjointed, lacerated with obsidian or flint knives, and then decapitated, or have their hearts cut out. The high priest is called Ac-ay. The land of their territory is mostly rain forest, with ceiba, mahogany, rosewood, logwood tree, sapodilla, cacao, lianas, ferns, and mosses growing about. Jaguars, deer, monkeys, tapirs, coati, toucans, macaws, quetzal birds, and snakes are common. The soil is thin over the limestone bedrock, but through careful cultivation and fallow techniques the Muyans are able to raise decent crops of maize and beans. An item of moderate power held by the Muya is the Obsidian Scrystone (Chay aba). Nippon (pg. 142) Nippon has an organized thieves’ guild known as the yakuza (treat as Physical vocation Thieves), and assassins known as ninja (“shadow warriors”) with a penchant for weapons such as shuriken, ninja-to, manrikigusari (a weighted chain), nunchakus, and toxins. The samurai are similar to the knights of Æropa and follows a code of behavior called bushido. Samurai who lose their master or become mercenaries are known as ronin. The kuge is the noble class, the heimin are the commoners, the chori are the outcasts, and the hinin are the beggars. Foreigners are somewhat disdainfully referred to as gaijin. Many forms of martial arts are practiced in this nation, including karate and kempo (emphasizing hand and foot strikes), and jiu-jitsu and aikido (emphasizing throws, holds and locks). Sword strategy is referred to as kendo, and that of the staff as bojitsu.

Nunavut (pg. 144) Across the northern section of Vargaard, beyond the Seven Great Lakes, exist the people known as Inuit (or Eskimo, to some of their neighbors). The name of this region means “our land” in the native language. They dwell in earthen-walled shelters with roofs made of stone slabs, animal bones or skins, or in the far northern reaches in dome-shaped igloos constructed from blocks of frozen snow. They hunt moose, caribou, geese, seals, walrus, narwhal, and beluga, and catch fish for food. They travel about on foot (aided by snowshoes when necessary) or by water in kayaks —a type of canoe made by stretching animal hide over a bone or wooden frame—or umiaks, a larger boat. They have a complex system of tabus, but they are a cheerful and hospitable folk. There are perhaps 18,000 of these people dwelling here. Panay Sulu (pg. 145-146) The principal crops raised by the native folk include rice, coconuts, abaca (hemp), sugar, rubber, mangoes, and papayas. The largest native mammal is the red deer, and most natives subsist on fishing rather than hunting. The language is a Malayan dialect of Bisayan and Tagalog. Po~hai (pg. 148) The Po~hai navy is particularly known for its “dragon ships” (iron-clad, oar-propelled ships having a tortoise-like shell over the top and a dragon-head prow). Many of the inhabitants practice a martial art form emphasizing foot-strikes known as tae kwon do. Pukare (pg. 149) Primitive tribes inhabit this mysterious jungle area of Lemuria. Which has many dangerous bogs and quicksand patches in the northern region. Typical flora includes tree ferns, dubautia trees, sandalwood, coconut, breadfruit, papaya, mango, pepper trees, strangler fig, taro, hibiscus, tiare, geraniums, orchids, ferns, and lobeliads. The ill-rumored Lake of the Moon (Kamahina‘roto) is located in the center of this jungle; formed possibly by the collapse of a large volcanic crater. Rumors say that there are strange volcanic caverns under and around the lake, fraught with sulfur pools, tar pits and gas pockets. Evil undead known as mauli are said to dwell here, the servants of the dread amorphous and phosphorescent demon-god Terrim’ta. To the west, in the Bay of Sharks, is said to lurk a particularly huge specimen of Carcharodon megalodon that is believed to be an avatar of the shark god, Ukupanipo.

Roahu Tribes (pg. 151) This area is home to a loose confederation of tribes who maintain their independence due to their ferocity in combat. They maintain a guarded neutrality with Rowona and Wipoona, and indulge in only minor skirmishes with the Eahoi to the east and Hiluo to the west. Their main concern is with the ever-expansionistic Muavinapu Princes to the southwest. Rome (pg. 151) Mention should be made of the Circus Maximus, a horse and chariot-racing stadium which seats 250,000; and the Pantheon, a temple rebuilt by Hadrian and dedicated to the Roman deities. Both are found in the city of Roma.

These people have been driven southward by the Iroukian Nation, and westward by Æropean settlements. They are noted as fearless warriors. They typically dwell in dome-shaped or elongate, wooden-framed structures covered with bark known as wekou-om-ut (or, wig-wam). They raise maize, beans and squash, and catch fish. Taureg (Tuareg) (pg. 168) These are nomads from the dry regions of West Afrika. They mine salt, herd goats and raise chickens, and harvest dates in the oases. Camels serve as their primary mode of transportation, although a few warlords possess horses. They wear veils to cover their lower face, unlike their neighbors to the north, the Berbers. Tecla (pg. 168 - 169)

Salishinook (pg. 154) This tribal group extends up the coast of northwest Vargaard almost to the Tlingit territories in southern Aleyeska. They dwell in long plankhouses, travel in wooden canoes and subsist through the hunting of mountain sheep and deer, and fishing for salmon. They practice a flattening deformation of their children’s heads. They are known to capture and maintain slaves from battle. The forests of this region consist mostly of alder, lodgepole pine, spruce, fir, hemlock, and a few scattered redwoods. The population of this people is around 60,000 individuals. Sargasso Sea (pg. 156) In the Atlantlan Ocean due East of the Xalgades Peninsula there exists an area of unnatural calm covered with mats of sargasso weed and kelp. The region is said to be inhabited by giant squids, giant crabs and other marine terrors. The rotting, wooden hulks of many entrapped sea vessels remain afloat here. Shamash (pg. 160 – 161) There is a small but powerful minority who wishes to reunite Shamash with Hasur as a member of the Phonececian Coalition. They are centered in Tyre and Sidon in hidden, subterranean strongholds. Rumor has it that a traitor once led officials to one of their meeting places, and all of the officials vanished and the traitor’s horribly mutilated body was found later. As some strong sorcerors are known to be affiliated with this faction, diabolical forces are suspected to have been utilized.

The Teclans live mostly in the grasslands between the two coastal mountain ranges of their land. Here grow oak, pine and prickly pears. Jackrabbits, deer, coyotes, eagles, turkeys, quail, and ducks are found here. These folk raise maize, squash, beans, tomatoes, pumpkins, sweet potatoes, plums, avocados, chilies, and cotton on elevated rectangles of land surrounded by irrigation ditches. An alcoholic beverage called octli is made from fermented maguey plants. The Teclan warrior caste is divided into three orders—Jaguar, Eagle and Serpent (the last being the newest). They wield stone-headed maces, obsidianedged clubs, wooden lances with obsidian tips, and atlatls as weapons and wear ornate headresses and decorative leather armor. Higher-ranking warriors often wear trappings of the order to which they belong over their armor and carry leather shields decorated with feathers. They are very fearless in combat, and all captives of war eventually end up as sacrifices for their deities. Up to 20,000 captives a year are sometimes slain for this purpose! The warriors indulge in a ritual cannibalism of the victims afterward. Some of the pyramids built by these folk rival those of Ægypt in size, and have temples dedicated to their deities located at the summit. The Teclans indulge in a ball game similar to that of the Muyans (q.v.) called ollamaliztli or tlachtli. They also play a boardgame called patoli upon which large sums of money are often wagered. The cacao bean, acquired to the south, is used as a form of money and each one is worth approximately .25 BUC. They indulge in music and dance for festivals, the instruments including flutes, horns, cylindrical drums, and conch shells. Thuringia (pg. 170-171)

Suskehankia (pg. 166) In the borders of this kingdom lie the Schwartzwald

—“The Black Forest”. This nearly 2000 square mile area has extensive forests of fir and spruce with some hornbeam, oak and beech. Wild boars, deer, squirrels, and a variety of birds are common here. This forest is the hotbed of Phæree activity in this portion of Æropa; the boundary between the two worlds being as thin as that found in parts of Avillonia. All manner of elves, dwarves, ogres, and such beings are spotted here. Tlingit (pg. 173) These native Vargaardians of the far northwest are much like their Salishinook neighbors to the south in that they dwell in plankhouses, travel in ornate canoes carved from wood, and subsist largely on fishing and whaling. However, they indulge in much more totem pole art and utilize spears and long daggers. They are noted warriors, and wear chest and leg armor made of wooden slats. They have three divisions of their people: Eagle, Raven and Wolf and have a total population of around 15,000. Their language is the Tlingit-Haida dialect.

Ys (pg. 181-182) Centered within encircling stone-slab monoliths is a black building called Alkar-Aaz, an evil edifice thought to have been built <7500! One theory holds that the Slaugh of Phæree are the people who built this structure, prior to their immigration from Ærth. Zimbabwe (pg. 183 - 184) Great Zimbabwe has a circular central stronghold composed of unmortared granite-block walls and towers. Iron tools and weapons are in common use here. Directly eastward is the Sakalava Penninsula, with a broad and deep valley between it and the rest of Afrika. It has a mountainous interior and swampy plains and rainforest on its coasts. Due to its isolated nature, many strange creatures such as the elephant bird, dodo, lemurs, and pygmy hippopotamus dwell here. The native folk of this peninsula exist within a social caste system consisting of andriana (nobles), hovas (middle-class) and andevo (slaves).

Tonuia (pg. 173 – 174) Zulu (pg. 184) The capital city of Tonu is noted for its 35-foot tall walls of stacked basalt boulders (some of which weigh 50 tons!). These were perhaps constructed as a precaution against incursions of beasts from the Yoboyo Swamp to the east and the Luhiva Jungle to the north. There are also stone-flagged roads in and around the city and a system of stone and clay-lined canals. Wipoona (pg. 180) In addition to other mineral wealth, Wipoona has large supplies of nickel and iron ore, as well as quartz and limestone. Tall pines are found growing in the mountains and hills of this nation—virtually unique upon this continent. Xalissa (pg. 180) Correction: Vancha III is actually the ruler of Xalissa, while Chartol Alzza is a lovely city on the west coast (pop. 50,000). The Twelve Wonders of Ærth Four Great Pyramids & Twin Sphinxes (Ægypt) Stonehenge (Albion) Great Wall (Ch’in) Colleseum (Rome) Leaning Tower of Pisa (Genoa) Porcelain Tower (Sung) Tower of Eiffel (Francia) Second Colossus of Rhodes (Ionia)

This tribal area consists of dry steppe and tall grasslands with arid desert and scrub to the south and west (these dry lands being the habitat of the nomadic bushmen). Acacia, baobob and candelabra trees grow here and antelopes, zebras, ostriches, giraffes, rhinoceroses, lions and elephants roam the area. Cattle and sheep are herded by the folk, and chickens are raised. The people mine gold, copper, tin, and coal. Fabulous diamonds are said to be found in a hidden mine somewhere in this region, and ivory is harvested as well. Kraal Sotho is more advanced than most outlying villages; it has a broad and deep moat surrounding the usual wall of thorn branches, its mud-and-grass walled dwellings have stone foundations, and a central cistern holds water for times of severe drought. The infantry are noted as fierce and accurate spearmen, and carry large shields. The indunas are the royal officials placed in conquered regions who are directly responsible to the king.

Mountain Spire of Siva (Oudh) Menagerie of Huscal (Zuivan) Temple of Diana at Ephisos (Byzantium) Hanging Gardens of Babylon (Babylonia) *Some refer to the Nineteen Statues of the Dread Ones in Rowona as the 13th Wonder, and certainly the Parthenon in Achaea and the Pharos of Alexandria in Ægypt hold some claim as well. Map Errata What follows is a listing of corrections for maps in the back of the Epic of Ærth compendium: Pg.249 16 Bucharest 17 Sofia 18 Alexanderopolis 19 Thessaloniki 20 Athens 21 Kroei 22 Cnossus 35 Brescia 36 Milan 37 Florence 38 Genoa 39 Roma 40 Napoli 41 Arborea 42 Bastia 43 Chambéry 44 Arles 45 Bern Pg. 252 The city of Olovina is incorrectly shown on the west coast of Cholcan, and should be located in northern Atlantis. Pg. 254 The islands of Kulakia are labeled as Kolakia on the map. The capital of Ahuke, Abayaeo, is listed as Abayoro on the map. Pg. 263 Drop numbers 1 - 7 at the beginning of the key. Ærth Timeline c. <7500 = Monolithic structures of Ys built. c. <6000 = Atlantl develops mathematics, astronomy and navigation, as well as earliest written records. c. <5000 = Atlantl explorers are active in the Middle Seas. First encounter of Atlantlans with Ægyptian folk and Semitic villagers of Mesopotamia. Some exploration and trade eastward into Afrika may account for eventual development of Ægyptian hieroglyphics and Sumerian cuneiform. c. <5000 - <4000 = Age of the Four Kingdoms of Atlantl (Atlantlchol, Colulcan, Zulvanal, & Xalissa). Rise of the nations of Lemi, Lemu and Mu on Lemurian continent, and their subsequent expansion westward across island chains of the Titanic Ocean. c. <4500 = The Sumerian people settle on the banks of the Euphrates River. c. <4150 = Narmer defeats all opposing factions of Ægyptian area along Nile, forming First Dynasty of Ancient Dynastic Period of the Conjoined Double Kingdom. <4007 = War Between Kingdoms in Atlantl begins. <3990 = War Between Kingdoms ends. Atlantlchol is renamed Atlantis and proclaimed capital of the Atlantl Empire with Evenor as its first Emperor.

<3920 = Menes founds Second Dynasty of Ancient Dynastic Period in Ægypt <3911 - <3011 = Reign of the Line of Evenor in Atlantl (Atlas, Eumelus, Gades, Ampheres, Evaemon, Mneseus, Autochthon, Elasippus, Mestor, Azaes, and Diaprepses). Atlantlan power exerted in Ægypt and Sumeria. c. <3700 = Reign of Gilgamesh, demigod ruler of Uruk (Erech), begins in Sumeria. c. <3649 = Beginning of reign of Djoser (Zoser) in Ægypt. Pyramid building begins. c. <3575 - <3475 = Reigns of Khufu, Snofru (Khafre), & Menkaure in Ægypt, builders of the Great Pyramids. c. <3323 = Beginning of reign of Teti in Ægypt. c. <3300 = Sargon of Akkad founds Akkadian Empire in Mesopotamian area. Sumeria grows strong in the areas of Astrology, Divination and Sorcery. Beginning of the Indus Valley civilization in the Hindic subcontinent. c.<3200 = Hsia Dynasty in Ch’in begins. <3120 - <3040 = Assertion of nomarchic power and drying climate lead to First Intermediate Period in Ægypt. <3040 = Mentuhotep II reunifies Ægypt with Thebes as its capital. Beginning of Early Dual Kingdom. <3010 - <2919 = First Rebellion of Princes in Atlantl. Ægyptian and Sumerian regions assert independence. c. <3000 = Aryan immigrants enter Farz region. <2919 = Restoration of Atlantl Imperium. Atlantlan exploration to the west commences. c. <2880 = Atlantl has established trading ports in what is now Hy Braseal and the Karribs, as well as eastern Vargaard and Amazonia. c. <2800 = Canaanites on coast of Mare Librum begin Phoenician city-states. Stonehenge finished in Albion. <2796 = Atlantlans encounter Lemurians, who have set up colonies in southwestern Vargaard. c. <2783 - <2567 = Second Intermediate Period of Ægypt brought on by Hyksos raiders and internal strife. <2750 - <2708 = Ammurapi (Hammurabi) establishes Babylonian Dynasty over Mesopotamian region. He receives the sacred Tablets of Law Codes from the deities Marduk and Shamash. <2599 = Emperor Culchan has restored holdings of Atlantl in the Mare Phoenecium and Mare Librum coastal areas. Babylon sends aid to Phoenecian city-states. <2595 = Hittites raid into Babylonia. <2567 = Battle of Sharuhen; Amenophis I (Ahmose I) expels Hyksos from Ægypt. Beginning of Old Dual Kingdom Period. <2490 - <2436 = Reign of Thutmosis III, Ægyptian acquisition of Phillistia. <2470 = Eruption of Thera causes 100-foot tsunami to strike Crete, destroying much of the culture. Remaining Minoan civilization is supplemented by Mycenaeans immigrating from Grecia. <2373 = Second Rebellion of Princes begins in Atlantl. c. <2350 = Mare Ostrum coasts free of Atlantlan domination. c. <2330 = Near Azirian shore of Mare Librum free of Atlantlan control. c. <2300 = Phoenician city-states assert independence and become a major power. c. <2285 = Hittites and Ægyptians stalemate at Battle of Qadesh. c. <2200 = Last Hittite incursions into Babylonia occur. Rameses III settles ‘Sea Peoples’ in Phillistia. c. <2190 = Phrygians invade Hittite Empire. c. <2183 - <2173 = Voyage of Odysseus. <2170 = Elamites sack Babylon and carry off the Tablets of Law Codes; the Six Centuries of Disorder ensue. c. <1900 = Reign of Ogyges II begins in Atlantl. Consolidation of Northern Afrik under Atlantlan rule begins. <1883 = Emperor Ogyges completes conquest of all civilized areas of the Iberian peninnsula. <1858 - <1823 = Assyrians conquer Babylonia under rule of Shalmaneser III. <1855 = Phoenecian forces bolstered by Ægypt stalemate forces of Assyria at Qarqar. <1815 = Phoenicians of Tyre found Carthage. <1802 = Atlantlan Empire recognizes Kingdom of Rome. Quetzales supplies Rome with gold and arms and instigates war between Ægypt and the nations of Lybbos and Minos. <1750 = Ægypt successfully invades Crete and subdues Minoans. <1721 = Sargon the Great assumes rulership of Assyrian Empire. <1711 = Sennacherib comes to power in Assyria and razes much of Babylon. <1700 = Dorians from Grecia invade Crete and expel Ægyptians, setting up a militaristic Grecian government in its place. <1671 - <1669 = Ægypt repels Assyrian forces led by Essarhaddon. <1670 = Median tribes unite into a single state. <1600 = Median invasion of Babylonia. <1591 = Carthage and Tripolis make treaties with Rome. <1590 = Nebuchadnezzar II begins renaissance of Babylon. Tower of Babylon (300' tall) and Hanging Gardens

are constructed. Tablets of Law Codes are recovered and Babylon becomes world power again. <1585 = Nebuchadnezzar II begins eight-year occupation of Shamash. Former Phoenician strongholds (Sidon, Tyre, Acre, etc.) become Babylonian territories. <1559 = Cyrus the Great founds Persian Empire centered in Farz. <1540 = Cyrus the Great enters Babylonia and frees Hasur and Phoenician city-states from Babylonian rule. <1525 = Babylonia becomes satrapy of Persian Empire and successfully invades Ægypt. c. <1500 = Lemi-Lemu and Vekanu trading regularly in southwest Vargaard and the Narrow Land. <1490 = Grecian forces defeat Persian forces at Marathon. <1480 - <1479 = Grecian forces defeat Persian forces at Thermopylae, Salamis, Plataea, and Mycale. Persian westward expansion is ended. <1404 = Pharaoh Amyrtaios drives Babylonian rulers from Ægypt. <1384 - <1322 = Life of Aristotle. <1332 = Ægypt and Shamash conquered by Alexander the Great. Beginning of Fourth Intermediate Period in Ægypt. <1330 = Persian Empire falls to Alexander the Great. Western Babylonia tributary to Grecian forces. <1323 = Death of Alexander. Empire splinters and Babylonia becomes independent again. <1304 = Piye, first Nubian Pharaoh, restores Ægyptian rule and begins Classic Dual Kingdom Period. <1294 = Battle of Syracuse; Roman-Phoenecian Alliance defeats Atlantlan Black Fleet. <1264 - <1241 = First Roman War; Phoenician forces ally with Atlantl to stalemate Rome’s imperialism. <1221 = Ch'in (Qin) Dynasty founded with Shih Huang Ti as first August Emperor. <1214 = Great Wall of Ch'in completed. <1170 = Parthians attack Babylonia, Bactrokush and Farz. <1058 - <1051 = Roman Empire subdues Gaul under Julius Caesar. <1030 = Romans under Augustus conquer Ægypt. <996 = Amasis VI regains Ægyptian rulership from Romans. Beginning of Late Dual Kingdom Period. <900 = Babylonia defeats Parthians. <888 - <688 = Second Roman Wars; Ægypt and Babylonia join conflict against Italic Empire to reclaim territories. <694 - <663 = Constantine is Emperor of Italic Empire. <685 = Italic Empire defeated by Atlantlan-Phoenician League. <650 = Nominal end of Italic Empire; Visigoths invade. <600 = Shamash annexes Phoenician city-states of Tyre and Sidon. Beginning of five centuries of major warfare between Lemi-Lemu and Mu. <587 = Proclamation of Triple Kingdom by Ægypt. <561 = Vandals attack Carthage but are driven back. <500 = Arthur unites Brythonic tribes against invading Saxons. Nations of Delhi, Hind, Sinraj, and Ceylon are extent on Hindic subcontinent. Kingdom of Ghana arises in West Afrika. Lemurians arrive in Magmur to explore and set up colonies. <447 = Justinian expels Goths from Italic peninsula. <350 = Prophet of Ea presents Caliph Ali-Erra with palu in Yarbay. Yarban - Shamish forces declare jihad to bring Babylonian pantheon (specifically, Ea) to the rest of the world. Babylonia, Nejd, Sheba, and Ophir join the Palu-Ea Alliance. <340 = Scythus, Turkistan, Bactrokush, and Kabul are converted to the Babylonian pantheon. <338 = Dynastic Wars (Third War of Princes) begins in Atlantl. <300 = Iberian race arises from a mixture of Atlantlans and Æropeans. <285 = Battles of Rosetta and Um Semiuke prevent Yarban - Shamish forces from overrunning Ægypt. <280 = Yarban - Shamish forces take Lybbos and make incursions into Tripolis, Carthage and Numidia. <250 = Grecian forces push Palu-Ea out of Mare Librum and out of Hasur. <229 = Charlemagne becomes King of Francia. <222 = Atlantlan-Iberian forces attempt invasion of Francia but are repelled by forces led by Roland. <210 - <150 = Skandian raids are prevalent in Avillonian Islands, except Lyonesse which successfully repels them. <200 = Charlemagne becomes Emperor of Carolingian Empire. Lemi-Lemu briefly dominates Mu in Lemuria. <190 = Atlantlan/Dakhlan forces capture Timbuktu and end Kingdom of Ghana. <186 = Charlemagne dies. <170 = Last Afrikan colony (Marrakech) lost to Atlantl. <157 = Carolingian Empire breaks up into three divisions.

<138 = Atlasippus founded in Timbuktu. <133 = Muyan people revolt against Lemurians and gain control of region. <113 = Daughter of Emperor Gades IV is married to Gonzalvo, Prince of Portugal. Mysterious death of Gades IV allows Gonzalvo to become Emperor. <100 = Parthian - Farz coalition ends eastward expansion of Palu-Ea. End of Great War between Lemi-Lemu and Mu. <38 = Otto is Emperor of Germanic Empire. <20 = Skandian exploration of Vargaard begins. 1 = Peace of Emolares breaks Atlantl into six states which are tributary to various Æropean nations. This is known as the Fall of Atlantl. Beginning of The Lost Age. 56 - 77 = Palu-Ea elements in Berber States attempt jihad but are eventually quelled with Atlantlan aid. 66 = Normans attack Albion from Neustria, but are driven back. 88 = Migrating Fula tribes over run Timbuktu. 96 - 99 = Greco-Roman forces launch First Punitive Crusade to drive Palu-Ea influences out of Phrygia. Forces also strike into Medis, Yarbay and Shamash. Emperor Comnenus of Byzantium requests these measures. 110 = Skandian settlers found Jarlesheim. 147 - 149 = Second Punitive Crusade strikes into Hasur and Shamash to protect Hasur and Phrygia from PaluEa advances. 189 - 191 = Third Punitive Crusade, led by Frederick I, reclaims Lydian territory (including Iconium) taken by Palu-Ea forces. 190 = Palu-Ea forces with Afghani allies invade and occupy Delhi. 202 - 204 = Fourth Punitive Crusade, an attempt to take Shamash, fails. Greco-Roman forces declare an end to involvement in any further actions of this nature. 207 = Mongols under Genghis Khan invade northern Ch'in. 214 = Mongols take Peking. 214 - 294 = Life of Roger Bacon. 215 = Magna Carta gives certain legal rights to Albish citizens. 228 = Frederick II negotiates alliance between Æropean forces and Ægypt to keep Palu-Ea and Mongol forces under control. 240 = Mongols attack and subjugate Kiev. Grandmark colony founded. 245 = Falcondonia colony founded. 250 = Formation of the Cardinalian Empire in central Æropa in order to keep Azirian invaders at bay. This, with a renewed interest in the study and application of magick, leads to The Great Rekindling. 256 - 265 = Mongol hordes pressure Middle Azir. 274 - 281 = Mongol attempts at invading Nippon fail. 290 = Farzian forces drive bulk of Palu-Ea forces from Delhi. 337 - 360 = Battles between Albion and Francia. 349 = Tuaregs capture Timbuktu. 381 = Tamerlane invades Farz and Bactrokush. 389 = Servian Empire halts Turkish expansion at Battle of Kosovo. 398 = Tamerlane invades Delhi and sacks capital. 405 = Death of Tamerlane. 452 - 519 = Life of Leonardo da Vinci. 500 = Island kingdom of Kolakia declares sovereignity. 520 - 566 = Suleiman is Sultan in Babylonia. 561 - 626 = Life of Francis Bacon. 564 - 616 = Life of William Shakespeare. 567 = Sovereign state of Atlantis formed. 571 = Dakhlan reclaims Timbuktu from Tuaregs. 588 = Armada of ships from Leon, Navarre, Alzorax, and Cholcan engage vessels from Lyonesse and Albion and are defeated. 606 = Sovereign state of Colzuvan formed. Wildedge colony founded in Vargaard, in area disputed between Jarlesheim, Grandmark and Iroukian Nation. 618 - 648 = Thirty years of civil war within the Cardinalian Empire result in the component nations becoming independent, but members of the Cardinalian League. 630 - 648 = Taj Mahal constructed in Agra by Belbar, a Palu-Ea invader. 638 = Nippon forbids entry of Æropeans within its borders.

644 = Sovereign state of Xalissa formed. 650 = Iroukia Nation wars on Huron, Tobacco and Neutral Nations in northeast Vargaard. 694 - 778 = Life of François “Voltaire” Arouet. 743 - 795 = Life of Cagliostro. 750 = Beginning of The Established Order. 811 = Shawnee forces under Tecumseh, with Miami reinforcements, repel advance of Falcondonian settlers into Ohio Valley area. 816 – 820 = The Mfecane, in which the Zulus drive the Ndwandwe and Khumalo tribes northwards and the Mpondo and Bhaca south and westward to establish their nation. 865 = Ægypt’s Modern Period begins under Pharaoh Wahibre III. 871 - 875 = Sindraj, Delhi and Oudh confederate in an abortive attempt at the conquest of Bactrokush. 894 - 895 = Nippon and Manchuria go to war. 904 - 905 = Nipponese incursion into Siberia is repelled by Mongol forces. 914 - 916 = Heavy border skirmishes between Saxony and Flanders and between Germania and Burgundy. 917 = Uprising of peasants and some of the Sterlitz in Russ is quelled. 980 - 990 = Ten-Year Border War between Babylonia and Farz. 992 = Unsuccessful attempt of Prince Llewyn of Lyonesse, with aid from the witch Louhi of Pohjola, to gain control of Avillonian Isles. 993 = Nippon invades Po~hai, but tardiness of Liang allies leads to Nipponese retreat. 996 – 999 = Hostilities between Servia and Dalmatia/Epirus erupt into full-scale battles along border area. PHÆREE ADDENDA INHABITANTS OF PHÆREE ADDENDA FÆRIES: The Seelie Court Shiwanna: "Cloud People", benign spirits taking a cloud-like form which have Considerable Heka powers, especially in regards to weather and vegetation growth. Sometimes seen in southwest Vargaard. Wakyambi: A dark-skinned and short, elf-like race having tails. They have High Attributes and Considerable Heka use. Sometimes seen in the Kongo on Ærth. Common vegetation includes mosses, ferns, asphodel, lotus, myrtle, white roses, and færie-ring toadstools. HOBGOBLINS: The Borderers Unthlatu: Humanoids covered with boa-like scales, having slit pupils and forked tongues. They have Average attributes and Limited Heka, and are ambivalent towards other races. These folk are sometimes observed in southern Afrika. Two interesting types of flora of the hobgoblin realm of caverns should be added. The wine chantrelle is a purplish-black funnel-shaped mushroom which is used to ferment a potent wine-like beverage possessing a distinctive musky taste. Glowglobes are a particular type of puffball which give off a bioluminescent glow in shades of blue and green. GOBLINS: The Unseelie Court Auuenau: Ghoulish, thin, hairy storm spirits with tails, and wearing human bones. They have Considerable Heka and are sometimes spotted in Magmur. Getiet: Intelligent and malevolent creature with gorilla-like arms, the hindquarters of a hyena, and a head with the crossed features of ape and hyena. They enjoy eating the brains of their victims. They possess Superior Physical Attributes and have Limited Heka. Isiqukqumadevu (Usiqukqumadevu): Huge, bloated squatting monster, bearded with moss, which has a voracious appetite. These creatures have Superior Physical Attributes. Izingogo (Ingogo): Degenerate humanoid race, appearing as man-faced baboons. They are cannibalistic in nature and fear fire. They have Average Attributes. Rakshasa: Powerful shape-shifting creatures native to the Nether Planes, having ESP and Great Heka use, with Moderate Heka powers. Their ruler is Ravanna and they are enemies of the Yakshas. These monsters are some-

times reported in the Hindic subcontinent of Ærth. Tarasque: A unique creature of the dracos family that is roughly 50 feet in length. It has a head combining leonine and lizard features (including a mane), a nearly indestructible spined carapace on its body, six draconian limbs, and a powerful scaled tail. It can breathe gouts of terribly hot flame from its mouth. This creature is extremely difficult to wound and regenerates very rapidly, but has a high susceptibility to blessed water. The flora of the Goblin realms is comprised heavily of mushrooms, toadstools, puffballs, molds, and lichens. It is reported that some specimens of the Greatcap, a pale gray mushroom, reach heights of thirty feet! There are also various tree-like growths (Ebon Oak, Dark Willow, etc.) that generally have a gnarled appearance, a sparse amount of leaves and are colored in black, white and grays. Grasses and mosses tending to gray-green shades provide groundcover. Some Goblin-folk raise Dark Barley (which is a bland grain, but can be used to make assorted potent ales and beers) and White Wheat (an albino version of the more familiar grain that has a rather sour taste to it). (Information excerpted from the Phæree Bestiary written by Gary Gygax and Dave & Michele Newton) A PHÆREE GAZETTEER ©1992 Omega Helios Limited. All rights reserved. FAUNA: Airfish: Sub-tropical, highly phosphorescent, brightly colored, nocturnal aerial animals (piscine?) which have neutral buoyancy and "swim" through the night sky feeding on wind-borne pollen, insects, other flying creatures, and each other (in some cases). Some school, others appear in small numbers or are solitary. Blazefly: Name applied to giant dragonflies which glitter as if faceted gemstones—emerald, ruby, sapphire, topaz, etc. They are very dangerous to grab, for their sharp chitin can lacerate flesh. Upon death all color and glitter is lost. Flutterfires: Glowing butterfly-like insects of moderate to large size that are nocturnal in habit. They have incredibly beautiful color patterns of surreal sort. Because they can discharge a jolt of electricity, most predators leave them alone. Horsehog (Porccohippus megalus): A Phæree animal which appears to be a cross between a wild boar and a horse. The animal is about five feet high at the shoulder, runs quite swiftly, has cloven hooves, and a tail which resembles the warthog's. The head of this animal is quite large, the mouth opening exceeding a foot in length, and the dentition is very similar to that of a monstrous wild boar's. The horsehog is mainly a herbivore, but its porcine heritage enables it to be quite omnivorous. Some, in fact, are aggressive predators. All are voracious feeders. Horsehogs tend to be mated pairs, with nearly grown young accompanying them. Sometimes several pairs will herd. They give birth to 4-6 young once every year. (Inspiration: Alex Gygax.) FLORA: Bullthistle: A mobile plant with an aggressive disposition whose leaves and stems taste like beef and are high in protein. Cheeseweed: Plant yielding a sap which can be made into several white or yellow cheese-like substances similar to goat's-milk and sheep's-milk cheese. Chickweed: Plant which has an excellent flavor, rather similar to that of grouse, pheasant, quail, snipe, woodcock, etc. depending on how it is prepared. Cowslip: Another mobile plant with a defense of a slippery sap whose leaves and stems taste like veal and are high in protein. Dogwood: Plant with sentience that sounds a warning if anyone approaches it, the noise much like that of a dog barking. Duckweed: Aquatic plant able to swim and which, when cooked, tastes like the fowl it is named after. Henbane: A plant so named because once one has eaten it even the finest of pullets’ flesh pales in comparison. Lambsquarters: Plant whose stems and leaves are high in protein and taste similar to lamb or mutton. Lantern Tree: There are several species. The manifold dependant flowers of these trees resemble the most fanciful of paper lanterns. Some varieties are globular or oval, others star-like, and some are bell-shaped. In full darkness, internal gasses light them to the brightness of candle-lanterns; glowing red, orange, pale amber, yellow, green, turquoise, blue, violet, or silvery depending on the variety of plant. The light attracts pollinating insects

and animals of other sort. Milkweed: A plant whose pods yield large quantities of milk-like substance substantially similar to that of a cow's milk. The substance can be made into cheese. Mock-Marine growths: Various species of plants of outer Phæree which seem to mimic marine flora and fauna while being solidly terrestrial. These are low-light plants which develop an area of ultramarine twilight in which to grow, usually in a damp grotto. The species include: Anemone cluster shrub Blue-haze willowkin Brain coral bush Branch coral tree Eel grass Finnyschool shrub Kelp grass Lilac-blue mist bush Puffer plant Ray grass Seaweed plant Seascape pine Sharkshrub Silvershoal hedge Urchin weed Pigweed: Plant whose stems and leaves are high in protein and tastes similar to roast suckling pig. Sandalpod: Tree whose seedpods are leathery and, after bursting to release the feathery seeds, can be worn as a crude footwear. The pods grow in various sizes. Snowgrowths: A whole variety of species of trees and shrubs which have pale stems and foliage growth which resembles snow and/or ice accumulated on the branches and twigs of plain trees and bushes. These plants grow in enclaves of outer Phæree where normal green vegetation seems unable to survive, such as cool to cold climates and areas with heavy cloud cover. The species include: Crystal locust Diamond-coat rowan Downyshrub Driftwillow Ivory-limb elm Lace maple Milky ash Snowoak Whitefluff bramble Sowthistle: Plant whose stems and leaves are high in protein and tastes similar to pork. The plants are covered with nasty spikes for defense. Toiletree (Cycas coprophagus): A cycad-like tree which has bushy, drooping stems and leaves so arranged as to entirely screen the trunk. Inner leaves are soft, absorbent, and strong. Those plants in need of nourishment will open a seat-like growth at the base of their trunk whose fleshy rim is soft and comfortable. Liquid excretions are drained into a lower chamber where plant enzymes break them down. When fecal waste (along with leaves usually) is deposited into the opening of this portion of the toiletree, the plant closes the opening and sends digestive juices to break down the matter it has surrounded into its basic elements. (Inspiration: Alex Gygax.) PHÆREE NOTES 1. Agrarian Produce: On Ærth a typical farmer/herder feeds from two to seven families besides his own, depending on the state and the land in question. That is, on average in the more fertile nations farmers will produce sufficient surplus to feed five or six other families, while in the least fertile perhaps only one or two will be provided for thus. Phæree is quite different in many places in that gathering is sufficient in large areas. The highly developed states within the interior, however, require intensive (slave) agriculture to support the hordes of troops which are employed in constant warfare. 2. Production Of Spider Silk: The unusual size and nature of many kinds of arachnids on Phæree enables the use of the material in various ways. Most is harvested for garments, the silk being slightly less thick than that of

silkworms, stronger and more supple. A coarser grade is used for cloth from which tents and like are made. This material is similar but superior to Earth's synthetics such as nylon. Lastly, the very thickest and strongest spider silk is spun into multi-filament cords from which is woven armor. 3. Spidersilk Armor: This armor is coarsely woven stuff not unlike the loose weave of burlap, for example, although it is a bit thicker. The armor must be loose fitting and have padding underneath to absorb the shock of its yielding under pressure. Each square inch of spidersilk cord has a hundred stress points which give when there is an impact upon it. Its tensile strength is unbelievable, the material does not cut easily, and its resistance to penetration is some three times superior to normal steel. The material for a full suit is no more weighty or cumbersome than apparel typical of that necessary to keep one warm on an autumn day, providing about as much warmth/overheating on a warm day. However, spidersilk armor transmits shock (Blunt and Impact PD), so that broad-area weapons which inflict such damage are basically effective against such protection. Thus, the Averaged Overall Armor Protection of Spidersilk is: Spidersilk Armor One-half Three-quarters Full

Piercing/Cutting 12 18 24

Blunt/Impact 4 6 8

Spidersilk armor worn under other armor is impractical because of the necessity of it being loose and free to move about. However, with some light, stiff protection underneath, hardened leather, for example, its value against shock improves significantly, thus: Spidersilk Reinforced One-half Three-quarters Full

Piercing/Cutting 16 24 32

Blunt/Impact 10 15 20

Cost of spidersilk is the same as for plate armor.

SOURCES: First and foremost, material for this treatise is gleaned from the Epic of Ærth volume, written by Gary Gygax. In addition, the following sources proved useful: African Folktales – P. Radin Ancient Iraq - G. Roux Atlas Of Indians Of North America - G. Legay A Treasury Of African Folklore – H. Courlander Bray’s University Dictionary of Mythology - F. C. Bray Dictionary of Irish Mythology - P. B. Ellis Dictionary of Mythology, Folklore and Symbols - G. Jobes Encyclopedia Brittanica (1945 edition) Encyclopedia of Things That Never Were - Time/Life Lost Cities Of Ancient Lemuria & The Pacific - D. H. Childress Hawai’i (Compass American Guide) - M. Tregaskis History Of Africa – K. Shillington Lost Continents - L. S. DeCamp Random House Encyclopedia (1978) South Pacific Handbook (Moon Publications) - D. Stanley The following are sources of inspirational fiction: The Tritonian Ring - L. S. DeCamp The Lost World - A. C. Doyle Maracot Deep - A. C. Doyle King Solomon’s Mines - H. R. Haggard

Creep Shadow, Creep - A. Merritt Dwellers In The Mirage - A. Merritt The Moon Pool - A. Merritt A Journey To The Center Of The Earth - J. Verne The jhusenkyou pools of Khitai are a nod to the Ranma _ animated series.

When considering the historical data of Ærth, the following items are important to bear in mind: 1. Due to the operation of heka and “the will of the deities”, the laws of magick take precedence over many of the laws of science on Ærth. Thus, gunpowder does not detonate, a battery does not hold an electrical charge, atomic fission chain-reactions do not occur, etc. 2. There are no Judaeo-Christian-Islamic influences on Ærth. Rather, a multitude of pantheons and a plethora of gods are active. There are some parallels to the three aforementioned religions to be found in the PhoenecianGreco/Roman-Babylonian theologies, but they are certainly not exact! 3. Due to the factious nature of Æropean colonies and judicious heka-usage and guerrilla tactics by the native population, Vargaard has not been overrun by settlers from across the Lantlan Ocean; and likewise, the wild and dangerous rain forests of Amazonia have not been encroached upon. 4. Areas such as Atlantl, Lyonesse and Lemuria which do not exist on Earth have had definite impact upon the regions neighboring them on Ærth. 5. Since the advent of The Established Order, there have been no “Great Wars” in the Æropa/Atlantl region; so there has been no WW I or WW II. Fighting has been, at worst, limited to border skirmishes—so far! Editor’s note: The timeline shows an obvious Atlantl bias, and contains much misinformation. I will consult with my sources and provide corrections in the near future. In addition I shall add further details etc. as they become available. Commentary on this work is welcome, and will be forwarded to Greg for his comment. You may consider this official Mythus material usable in any Mythus campaign set on the world of Ærth. Alan Kellogg, March 19th 2002

Errata Corrected table to page 276 of the Mythus book and page 8 of the Magick book. K/S Area Heka Generated --------------------------------------------------Apotropaism STEEP + ((MMCap + MRCap) x 0.5) Astronomy STEEP + MMCap Demonology STEEP + MMCap Dweomercraft STEEP + MM Category Dweomercraft STEEP x 10 + M Trait Dweomercraft STEEP + MMCap Magick STEEP + MR Category Magick STEEP + M Trait Spellsongs STEEP + ((MMSpd + MRSpd) x 0.5) Endurance Gemsmith/Lapidary Heka-Forging Music Smithing & Welding

STEEP + ((PMPow + PNPow) x 0.5) STEEP + PNPow STEEP + ((PMPow + PNPow) x 0.5) STEEP + ((PMSpd + PNSpd) x 0.5) STEEP

Alchemy Astrology Conjuration Divination Exorcism Fortune Tell. Herbalism Mediumship Metaphysics Music Comp. Mysticism Necromancy Occultism Pantheology Poetry/Lyrics Priestcraft Priestcraft Religion Religion Sorcery Sorcery Witchcraft Witchcraft Yoga

STEEP + SM Category STEEP + SPCap STEEP + ((SMPow + SPPow) x 0.5) STEEP + SPCap STEEP + SMCap STEEP + SPPow STEEP + SM Category STEEP + SPPow STEEP + SPCap STEEP STEEP + SP Category STEEP + SMPow STEEP STEEP STEEP + ((SMSpd + SPSpd) x 0.5) STEEP + SM Category STEEP x 10 + S Trait STEEP + SMPow STEEP + S Trait STEEP STEEP x Pact Multiplier + Demonology STEEP + S Trait STEEP STEEP x Pact Multiplier + SM Category STEEP x 2

(Partial) (Full & Main School) (Full & Other School) (Partial) (Full)

(Partial) (Full) (Partial) (Full) (No Pact) (Pact) (No Pact) (Pact)

1. Under Dweomercraefter (Green) Vocation, Hand Weapons should read: Combat, Hand Weapons 8 (PMCap + PNCap)*.5 2. Clarification of the Defense Bonus Formulae: the added protection is to -all- parts of a single piece of armor. Thus leather would get 7,7,7,10,10,7,20 from Defense Bonus Formula I. 3. Parrying rules - (I asked about parrying when using the optional spacing of attacks) a parry may be attempted at any time, no matter when the HP made a previous attack. The only exception is that you can not parry and attack at the same beat (spaced point). Parries do not affect subsequent actions, so if your next attack was spaced 10 after your first, and you parried half way between them, when you got to the 10 initiative point later, you would still get your attack provided you still had attacks left. 4. I got an answer about Mental and Spiritual damage. Yes, it is just that much easier to kill somebody mentally. Remember, however, somebody blown away mentally or spiritually is -not- dead yet. 5. Death Magick Ritual (Dweomercraft Grade 9), this spell lasts for a number of hours equal to the persons lowest Trait, and then ends. Thus it is possible to heal them before the spell kills them.

6. Elemental Force Formula: The creature's BAC should be equal to the casters STEEP in their primary Dweomercraeft School. The same would be true for Summon Elementary Cantrip, and the elementary so summoned would do 3d6 of the appropriate damage type if in FPM. 7. Elemental Hands Charm: The caster must make a successful attack immediately upon completion of the casting, or, optionally, hold it until the next CT. In any case, if the attack fails (against Combat, HTH Lethal or Non-Lethal) the effect is lost. 8. Beads of Fire: The damage is 7d6+7 If you've ever looked closely at the lists of starting STEEPS for the various Vocations, you'll notice that there are quite a few differences between the ATTRIBUTES used in them and the ones used on the list of all K/S areas starting on page 99. I assume that the ones in the Vocation lists are editing errors, particularly since the differences are rare and not consistent. Therefore, here's a list of corrections for the Vocation starting STEEP formulae! Alchemist: Cryptography should be "(MMCap + MRCap) x0.5," not "MMCap." Apothecary: Business Administration should be "(MMCap + MRCap) x0.5," not "MRCap." Cavalier: Combat, HTH, Lethal should be "(PMCap + PNCap) x0.5," not "PMCap." Dweomercraefter/Gray School: Handicrafts/Handiwork should be "PNCap," not "PMCap." Dweomercraefter/Green School: Combat, Hand Weapons should be "(PMCap + PNCap) x0.5," not "PMCap + PNCap." Fortune Teller: Appraisal should be "MRCap," not "MMCap." Soothsayer: Magick* should be "MRCap," not "MMCap." Assassin: Criminal Activities, Mental should be "MMCap," not "MRCap." Bandit: Criminal Activities, Mental should be "MMCap," not "MRCap"; Weapons, Military, All Other should be "(MMCap + MRCap) x0.5," not "(MMCap + MMPow) x0.5." Pirate: Criminal Activities, Mental should be "MMCap," not "MRCap"; Weapons, Military, All Other should be "(MMCap + MRCap) x0.5," not "(MMCap + MMPow) x0.5." Mountebank: Criminal Activities, Mental should be "MMCap," not "MRCap." Thief: Criminal Activities, Mental should be "MMCap," not "MRCap"; Impersonation should be "SMPow," not "SMCap." Priest: Education should be "(MMCap + MRCap) x0.5," not "MMCap"; the letter "h" in "handiwork" should be capitalized. Theurgist: Deception should be "MRCap," not "MRPow"; Influence should be "MRCap," not "MRPow"; Logic should be "MRCap," not "MRPow." Medicine Man: Ecology/Nature Science should be on one line (OK I'm being picky here, but it makes it seem like there is a "Science" K/S Area which only this Vocation possesses). Philosopher: Philosophy should be "SMCap," not "MMCap." Explorer: Boating should be "(PMCap + PNCap) x0.5," not "PNCap"; Escape should be "(PMCap + PNCap) x0.5," not "PNCap"; swimming/Diving should be "(PMCap + PNCap) x0.5," not "PMCap." Merchant: Boating should be "(PMCap + PNCap)x0.5," not "(PMPow + PNPow)x0.5"; Combat, HTH, Lethal should be "(PMCap + PNCap)x0.5," not "(PMPow + PNPow)x0.5"; Combat, Hand Weapons should be "(PMCap + PNCap)x0.5," not "(PMPow + PNPow)x0.5"; Combat, Hand Weapons, Missile should be "(PMCap + PNCap)x0.5," not "(PMPow + PNPow)x0.5"; Endurance should be "(PMCap + PNCap)x0.5," not "(PMPow + PNPow)x0.5"; Swimming/Diving should be "(PMCap + PNCap)x0.5," not "(PMCap + PNPow)x0.5." Seafarer: Navigation should be "(MMCap + MRCap) x0.5," not "MMCap"; Travel should be "(PMCap + PNCap) x0.5," not "(PMCap + PNPow) x0.5"; Boating should be "(PMCap + PNCap) x0.5," not "PNCap"; Games, Physical should be "(PMCap + PNCap) x0.5," not "PNCap." Alfar: Animal Handling should be "SPPow," not "SMCap." Heka Aperture Rule The maximum amount of additional Heka -- that is, Heka added to that needed to use a power or activate a casting, including those for a Mental or Spiritual attack -- is determined by the Heka Aperture capacity of the individual channeler/practitioner. (In regards to power uses assume a

level maximum expenditure of 100 Heka points to activate/utilize the power.) The total amount of additional Heka energy that can be used in a Mental or Spiritual attack, or added to a power use or casting, is determined as follows: Heka Aperture = Channeler’s/practitioner’s highest STEEP in a Prime Heka-generating K/S Area (x2 if a Full Practitioner) plus 10 per additional Heka-generating K/S Area possessed. Example: Clovis the Priest is facing off against the Necromancer Borgodod. Clovis’ Priestcraeft STEEP is 47, and he has seven other Hekagenerating areas, so he can channel 94 (47 x2) + 70 (10x 7 K/S areas) for a maximum 164 additional points of Heka into a mental or spiritual attack, power, or casting. Borgodod has 90 STEEP in Necromancy and nine other Heka-generating areas, so he can channel 90 + 90 (10x 9 K/S areas) for a maximum 180 additional points of Heka into a mental or spiritual attack, power, or casting. This is a fairly even match! Note that even if Clovis chooses to try a Grade IV casting costing 75 points of Heka, this does not affect the Heka aperture addition of 164; while if Borgodod expended Heka in a Spiritual attack power to equal or exceed one or more of Clovis’ ATTRIBUTES or a TRAIT, the Heka required above the 100 maximum for such power use would come from the Heka maximum governed by the Heka Aperture, i.e. Borgodod could use no more than 280 points in such an attack. For creatures without K/S areas but which possess powers, use the following: Slightly magical 30-50 (or 15 per ability) Moderately magical 70-100 (or 20 per) Highly magical 120-170 (or 30 per) Exceptionally magical 190-250 (or 45 per) Finally, insert the following reminder note at each of three points in the Mythus* Game rulebook: page 212, end of column 1 page 214, column 2, before “Attack To Weaken” page 217, column 2, after first paragraph of “Attack Process” The amount of additional Heka that can be employed in such attack process is limited by the Heka Aperture of the individual so attacking; this is detailed in Chapter 13, Heka & Magick, on page 277 under the heading “Heka Aperture Rule.” HEKA-engendered Powers Refer to Mythus Magick* book, Chapter 11. Powers Transferred from Alien Psychogenics (Page 324, insert into table in column 1:) Spiritual TRAIT, Psychogenic Relationship, Heka-Enabled Casting Powers Psychogenic Power Related Casting Effect Far Seeing Clairvoyance Page 322, column 2, insert before “Intuition (Hunch)”: 1. Far Seeing: This Heka-Enabled Casting Power translates to the Clairvoyance related Casting Effect/Force/Material, albeit the “sight” thus gained is more of impressions and cloudy shapes than clear “vision.” Vril to Heka conversion is at 1:5 Time, and familiarity with target area/subjects factors are included in the text below. The individual able to employ the Power of Far Seeing can visualize things that are not within actual sight. The target area can be nearby or very distant. The “sight” is the same in either case, but the cost in Heka is greater the more removed the target area. What is “seen” by employment of this K/S Sub-Area is not what optical vision perceives. The persona sees as if through a haze, generally noting only large shapes, gross details, motion, lack of motion, and so forth. For example, using Far Seeing to observe an area of woodlands beyond a ridge the persona might “see” the following: “There is an open place (clearing) with several pyramid-like shapes in it (four tents), and one bigger and several smaller rectangular shapes (a wagon and horses). There is movement, maybe people, between the pyramids and the big rectangle. (The men are setting up camp, unloading supplies from the wagon.) That’s it.” The cost for “seeing” thus is a base 1 point of Heka per mile squared per BT of use. Thus the cost to employ Far Seeing for 1 BT duration is given in Table 1 below. The progression thereon continues, so for 10 points for Heka a message can be sent 512 miles. Similarly, a 2 BT viewing by Far Sight at 16 miles would have a basic cost of 10 points of Heka. Basic Heka cost and the Difficulty Rating, however, is increased if the target is unfamiliar to/unknown by the persona, as per Table 2. Failure means the Heka energy expended is lost, and no further attempt at use of Far Seeing can be made for a period of 24 hours. Special Failure indicates a false “sight.” Special Success will give unusually clear details of what is within the target area for twice the usual duration or at half the indicated Heka cost. The JM may adjust DR and base Heka cost for the environment at the time the persona attempts use of this power -- including his or her state of mind and other similar factors which might positively or negatively affect the use of Far Seeing. 2. Table 1: Far Seeing Costs Distance Seen Heka Cost 1 mile 1 point 2 miles 2 points 4 miles 3 points 8 miles 4 points 16 miles 5 points 32 miles 6 points 64 miles 7 points 128 miles 8 points

Table 2: Far Seeing DR Modifiers Familiarity to the Persona Well known area or place with one or more individuals therein also well-known to the persona Well known area or place with no known individuals therein Unknown area or place but with known individuals therein Unknown area or place but with principal feature or features illustrated or fully described to the persona Unknown area or place but with likely gross principal feature or features illustrated or fully described Unknown area or place that the persona is viewing without any clues whatsoever

Base DR Easy (1 pt.) Moderate (2 pts.) Hard (3 pts.) Difficult (4 pts.) Very Diff. (5 pts.) Extreme (6 pts.)

Windblast Charm (Correction/Clarification) Mythus Magick book, page 65 In the last paragraph of this Grade III Dweomercraeft casting (Elemental School), make the following alteration to make it clear that the Effect of the casting persists for only 1 CT. “...but 1D3 points Impact PD/CT/5 mph over 55 mph wind speed...” Change to read as follows: “...but 1D3 points Impact PD per 5 mph over 55 mph wind speed...” The ‘/CT’ is erroneous and should be stricken. Damage continuing each CT of exposure does not apply because the effect is not continuous in this casting, only a momentary one. Specific Castings Mythus Magick book, page 302 Insert heading column 2 prior to “Examples.” Passive/Active Modifier Reactive: This is a sub-category component, one that triggers an Active Effect/Force/Material to a dormant casting established for defensive purposes, such as in a Charm object, for instance. To calculate the cost of a Reactive component, simply use a zero -- that is, it is both Passive and Active, so the two balance each other out. For example, assume a casting laid so that whenever the protected subject is assailed by Heka aimed at causing Physical damage, the reactive component of this casting sends forth a Heka-powered counterattack to cause Physical damage to the source directing an attack aimed at inflicting Physical damage. Casting Use & Armor Insert in Mythus* Game rulebook, page 277, after “Regenerating Personal Heka”: Casting Use While Wearing Armor It is possible for the Journey Master to allow the wearing of armor and/or use of shields for personas able to employ Heka castings. For details of this please refer to page 255, under the heading “Armor and Use of Castings.” Armor and use of Castings New Heading: Combat, Chapter 12, page 255, column 2; insert prior to “More on Damage to Personas”: Unless specifically stated otherwise or there is an obvious conflict between the magic and the armor, and subject to the Journey Master’s final ruling, the wearing of armor by a practitioner, partial or full, does not prevent the casting of Heka. There is a caveat, however. Each SF penalty factor adds to the delay in action of the caster in regards initiative. Thus, armor’s SF penalty will delay the activation of a Casting, even an Eyebite, albeit only for some fractions of a second of thereabouts. The use of any sort of a shield while employing any sorts of casting, other than Eyebite castings or those triggered by a glyph or object, is prohibited. Weapons in Hand Page 217, column 2: Insert prior to “Attack Process:” Important Note: Journey Masters and players, please note that the persona involved in any form of casting, other than one delivered as an Eyebite, can not have in hand a shield or weapon, other than one which is employed in the Knowledge/Skill Area from which the casting is drawn, i.e. an Alchemy or Dweomercraeft casting allows the practitioner to utilize a dagger, sword, etc., but Herbalism, for example, does not. As a guideline, assume that both hands must either be unencumbered and free or else they must hold items used in the K/S Area or which are directly beneficial to the activation of the casting, such as a Heka reservoir. Dodging Page 247, Column 2: This currently says that SF penalty of 5 or higher makes this impossible. That is incorrect ,and should read: Dodging: Each SP penalty factor above 5 subtracts 1 from the dodging factor of the wearer.

...and a Correction to “Attractiveness” Mythus* Game rulebook, page 102, first column, line 10: Change 18 to 20. There is a misprint regarding maximum score. One rolls 8+2D12 to generate a score between 10 and 20. Thus, a 20 “Striking” is the maximum score for mortals -- maybe Helen of Troy and Cleopatra were 20s. The text says 18, and that must be changed to 20. Advanced STEEP Progression With this rules modification, I still stick to the 5 AP/session limit on each K/S. As you can see from the table below, this makes the HP consider advancing lower-STEEP K/S Areas much more because it is so costly to advance his higher STEEP K/S. Multiply your normal cost of STEEP by the multiplier on the table to determine how much it will actually cost you to move up 1 STEEP point. STEEP AP Cost Multiplier 01-50 x1 51-60 x2 61-70 x3 71-90 x4 91-100 x5 101+ x6 This method also makes the system much more logical. It should be harder to proceed from a “doctorate” level STEEP to a “Nobel-prize winning” STEEP than it is to grasp the basics of a K/S, and this system reflects it, without hurting the HPs much at all. WHOOPS! DEPARTMENT Could it be that the Gentle Readers are kind and considerate of the shortcomings of author Gary Gygax? Naaah! It is, I think, an aversion on the part of Journey Masters to have to deal with the names of coins. This isn’t a criticism of that nor can it be a fault. After all the “BUC System” was created to obviate the necessity of naming metals, let alone complex quasi-historical coin names. Still... In preparing something I found a reference in the Gazetteer to Phoenician Standard coinage. There is no such listing therein, however; I checked. There are 10 states with such coinage. So, without more finger pointing, here are the missing data: Epic of Ærth Companion Volume, page 24, Standard Coinage Types table, add: Standard Coinage Types Standard: Gold Electrum Silver Copper Bronze Phoenician: Sheckel Semirel Talent Obol Mina Also note that there is a glaring error in the text for Special Quirks. Rolls under 31 gain 40 minus the HP’s SEC (39 to 31), rolls over 70 are reduced by 40 minus the HP’s SEC (39 to 31). Corrected Heka-Generating K/S Areas Table Mythus Game rulebook, Chapter 13, page 276, Column 1, correct as follows: Heka-Generating K/S Areas (Add) Physical TRAIT Areas Smithing & Welding

Base Heka Generation STEEP

Regenerating Personal Heka Mythus* Game rulebook, Chapter 13, page 277, Column 2: Correct as follows. ACT Heka Regeneration Heka Source Means of Restoration Time ATTRIBUTE Sleep 6 hours Prayer & meditation 2 hours Trance 1 hour CATEGORY Sleep 8 hours Prayer & meditation 3 hours Trance 2 hours TRAIT Sleep 10 hours Prayer & meditation 4 hours Trance 3 hours New & Expanded Definitions

PRIESTCRAEFT K/S Mythus Game rulebook: Insert on page 195, column 1. Priestcraeft: The free and full use of this Area subsumes the individual in question having attended a religious training organization, or has been inculcated in the Knowledge/Skill ability by able Priests and/or Priestesses or similarly dedicated holy person or their equivalent in the social structure of the individual’s culture. Those personas of other vocations coincidentally possessing the K/S of Priestcraeft (and Religion) do not necessarily conform to this requirement, so there are the following strictures: A. Priestcraeft and Non-Priestcraeft Vocation personas who wish to become Full Practitioners (see below) must commit to a Pantheon and deity by taking a Vow (see page 10 of the Mythus Magick book). This Vow then aligns the individual to an Ethos (detailed hereafter); with the assumption that the non-Priestcraeft persona has used an elective K/S Area slot to acquire the Ethos Sub-Area of Priestcraeft. Having to use an elective slot for this purpose reflects the need for training, study, etc. Unless such personas do so, they do not have an Ethos Sub-Area and cannot ever attempt to become Full-Practitioner Priests. Otherwise, however, the individual is then able to employ General, and Ethos-related Castings in addition to the Basic ones. Even if Full Practice check fails, this does not then remove knowledge of the General Tutelary Castings or the Ethos Sub-Area ones and the ability to employ the Tutelary Castings of the applicable Ethos as a partial practitioner. B. Non-Priestcraeft partial practitioners do not have ability to employ General Tutelary Castings. These are reserved to trained individuals or those especially committed to a deity by a Vow. The non-Priestcraeft partial practitioners know and can employ only the Basic Tutelary Castings. If a partial practitioner makes a Vow, and that is accepted, that individual is thereafter able to use General Tutelary Castings. C. Non-Priestcraeft practitioners do not have ability to employ Tutelary Castings of an Ethos. These are reserved to trained individuals or those especially committed to a deity of that particular by a Vow (again, see page 10 of the Mythus Magick* book). If a partial practitioner makes a Vow, and that is accepted, that individual must then acquire the Ethos Sub-Area and only thereafter will be able to know and use Ethos Tutelary Castings. Continue with the first portion of the text as currently published: Note that an HP expecting to be able to utilize. DWEOMERCRAEFT K/S Mythus Game rulebook: Insert on page 142, column 2, after second paragraph. Possession of the Dweomercraeft K/S Area does not automatically bestow a Sub-Area. Only a persona whose Vocation is Dweomercraefter is assumed to have gone to a college (or to have been trained by a great mage or more able full practitioner) and thus have had opportunity to know a School of Magick -- Black, Elemental, Gray, Green, White, or any other -- and thus possess a Sub-Area. Any non-Dweomercraefter persona possessing or electing to have Dweomercraeft and Magick K/S Areas, whether Full or only Partial Practitioner, will thus have only the General Castings available. In order to gain a School (Sub-Area), a bonus or otherwise acquired K/S area must be used to accomplish the addition of a Dweomercraeft Sub-Area (School). Examples A. Roderick the Scholar possesses Dweomercraeft and Magick in his beginning Vocational K/S “bundle.” This applies only to “General” Castings, and does not include a School (Sub-Area). To gain such a Sub-Area it is necessary for a Bonus K/S Area slot to be used to acquire it. Acquisition can be made at some later time, of course, by purchase of the Sub-Area with Award Points. B. Tom O’Piper is a Thief persona for whom Dweomercraeft and Magick are desirable additions to his abilities. When these K/S Areas are selected, Tom will have only Dweomercraeft (General), and no Sub-Areas, unless another Bonus K/S Area slot is used to acquire a School (Sub-Area). This can be done at some later time through purchase of the Sub-Area with Award Points.

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