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2011 Rules Addendum

NOTE: The information contained within this addendum is effective immediately. Other sources of information (such as the rulebook and website) are already updated to reflect these changes.

Armor System

The armor system has been simplified to 10 locations and 3 armor types. Breaches have been removed from the game. See the Armor Evaluation page for details. Armor repair has been simplified so that only 1 unit of material is needed per location covered. See the upated Smithing Production Chart

Charm Effects

The Charm descriptor has been removed from the game. This change has no effect on any skills, spells, rituals, prayers, rites, or alchemy.

Magic System

All defensive spells now require 30 seconds of concentration to cast. Defensive spells are spells that negate an attack or grant temporary armor or body. The casting requirement has been incorporated into the appropriate spells descriptions for ease.

Effective immediately, wands are now required to cast spells (unless a player has Focus Power). It is the geometry of a wand that funnels the magical energy into the Rune of Focus. Wands must be roughly cylindrical, have a maximum diameter of 2", and a length between 6" - 22". Any mage that has a Rune of Focus on any item that is not a wand will be allowed to trade that item in for a wand item tag.

The skill Refine Object has been changed to Craft Wand.

All crafting for Runes, Impressed Spells, Spell Scrolls, and Wands has been standardized to use Craft Points. See the Arcane Crafting Chart for details.

Faith System

All crafting for Prayer Scrolls has been standardized to use Craft Points. See the Divine Crafting Chart for details.

Prayers

All defensive prayers now require 30 seconds of concentration to cast. Defensive prayers are prayers that negate an attack or grant temporary armor or body. The casting requirement has been incorporated into the appropriate prayer descriptions for ease.

The following prayers have been revised or clarified. If you have a prayer that has changed be sure to copy the updated description into your prayerbook.

Prayer Name Faith Discipline Peity TFR Delivery Mind Altering Enhancement
Spiritual Armour Diakonoff Summoning 1 5 Touch - Enhancement
Target receives +4 Armour Points. These are the first to be destroyed when Damage is taken. Duration: EOP or until destroyed. Requires 30 seconds of concentration to cast.
Summon Watcher Diakonoff Summoning 1 3 Touch - Enhancement
Calls upon an ethereal servant of Diakonoff to keep watch over the target. The next Physical Surprise attack is negated. Duration: EOP, Latent, Triggered. Requires 30 seconds of concentration to cast.
Harden Armour Diakonoff Transmutation 2 5 Touch - Enhancement
Negates the effect of the next attack that destroys or pierces armour. (Obliterate Armour, Pierce Armour, etc...) Duration: EOP; Latent, Triggered. Requires 30 seconds of concentration to cast.
Protect Weapon Diakonoff Kinesis 3 7 Touch - Enhancement
Creates an aura around target weapon or shield that will deflect the next skill, prayer, or spell that would cause it to break. Duration: EOP; Latent, Triggered. Requires 30 seconds of concentration to cast.
Sentinel Diakonoff Summoning 3 9 Touch - Enhancement
Invoke to negate effects of any physical attack. Duration: EOP; Latent, Invoked. Requires 30 seconds of concentration to cast.
St. Beshial's Defense Diakonoff Kinesis 3 9 Touch - Enhancement
Absorbs energies and negates effects of next magic spell cast upon target. Duration: EOP; Latent, Triggered. Requires 30 seconds of concentration to cast.
Aspect of Tortoise Kishar Summoning 1 4 Touch - Enhancement
Target receives +3 armour points. These are the first to be destroyed in combat. Duration: EOP or until destroyed. Requires 30 seconds of concentration to cast.
Soothe Kishar Augury 1 2 Touch Mind Altering -
Target is freed from effects of pain, madness, or insanity. Duration: 1 minute.
Aspect of Bear Kishar Transmutation 2 7 Touch - Enhancement
Target receives Strength Rush for the next 1 minute.
Battle Armour Qos Summoning 1 3 Touch - Enhancement
Grant +5 armour points to target. These are the first points to be destroyed when Damage is taken. Duration: EOP or until used. Requires 30 seconds of concentration to cast.
Dintok's Shielding Qos Summoning 2 4 Touch - Enhancement
Invoke to negate effects of any non-surprise physical attack. Duration: EOP, Latent, Invoked. Requires 30 seconds of concentration to cast.

If you have any of these non-public prayers, please be sure to see Logistics during the next event to get the updated prayer description:
Armor of the Righteous
Battle Strength
Commanding Word
Endure
Seraphic Guardian
War Armor

Primary Skill Paths

The following Primary Skill Paths have been revised.
Cleric has been slightly redesigned.
Fighter has been redesigned.

Races

DWARF
Benefits
5 Magic Resist packets per event
Racial Abilities
+1 Magic Resist packet per event, 2 Build each
The Dwarves are particularly resistant to magical energies. Each packet allows a Dwarf the opportunity to defend against any sort of magic that is cast upon him. This ability is automatically activated whenever the Dwarf is the target of a spell and must be used at the time the magic is cast. Each packet will contain a card that reads “Resistance Successful” or “Resistance Failed.” Only one packet may be used per spell. This ability does not need to be taught.

Dwarven Efficiency, 8 Build
Dwarves are born workers; strong and tough. They are raised in a culture where nothing is put to waste. A character with this skill is considered to have one level of efficiency higher with any craft he knows. This skill applies to any and all crafting a Dwarf may perform. In the event that a Dwarf is a master of a craft or has master efficiency he/she crafts at -1 Crafting Point per item/action. If the unit value of an item is 1 Crafting Point or less, the Dwarf crafts at +1 units per Crafting Point.

Example 1 – An Apprentice Craft: Farmer produces at a Journeyman rate.
Example 2 – An alchemist with Alchemical Efficiency produces at an Alchemical Mastery rate.
Example 3 – A smith with Expert Efficiency produces at -1 Crafting Point per item.
Example 4 – A Master Craft: Tanner produces 4 units of hide per Crafting Point instead of 3 units per Crafting Point.

WILD ELF
Racial Abilities
Tracking Evasion, 4 Build

Skills

The following skills have been added, revised, or clarified.

Bear Hug (4) [6 END]
Character may inflict 1 Body Damage after a 5-count on a Subdued or Incapacitated target. This damage may not be augmented in any way. Bear Hug is a Special Attack.

Break Binds
The skill Break Binds has been removed from the game. Any players with this skill will receive a Build Point refund.

Break Restraints
Character may break free of rope, leather, and metal shackles or restraints.

Channel Faith
The skill Channel Faith has been removed from the game. Any players with this skill are considered grandfathered and allowed to continue using it.

Craft Wand
Allows a Mage to craft a wand and inscribe a Rune of Focus upon it. The special geometry of wands allows them to direct magical energy to the Rune of Focus so that spells can be cast through them. Wands must be roughly cylindrical, have a maximum diameter of 2", and have a length between 6" - 22". See the Arcane Crafting Chart for Craft Point costs to craft wands.

Create Scroll
Allows a Mage to record a spell's pathways onto a scroll using special ink. The scroll can be used by anyone who can Read Magic and has a point in both the Arcane Knowledge and the Control of the spell. Be warned, however, mistakes made while casting from scrolls can be deadly. A scroll is destroyed after its magic is released. See the Arcane Crafting Chart for Craft Point costs to create scrolls.

Crit +1
The skill Crit +1 has been changed to Crit +2.

Divine Strike (4) [3 PRE]
Allows the character's next weapon strike to swing for Divine Damage.

Holy Mantle
The skill Holy Mantle has been removed from the game. Any players with this skill are considered grandfathered and allowed to continue using it.

Impress Spell
Allows a Mage to store a spell in a specially prepared object, such as gems. Diamonds, for example, can store spells from the Arcane Knowledge of Light, if they are cut in a certain manner. Releasing the spell destroys the item the spell was impressed upon. See the Arcane Crafting Chart for Craft Point costs to impress spells.

Inscribe Rune
Allows a Mage to inscribe a rune on a High Quality or Master Quality object. Inscribing a rune requires the precious stone jonquil. See the Arcane Crafting Chart for Craft Point costs to inscribe runes.

Interrogate
Target of this skill must be restrained. Target must answer the next three yes/no questions truthfully. The questions must be asked within 5 minutes.

Immunity To Disease
The skill Immunity To Disease has been removed from the game. Any players with this skill will receive a Build Point refund.

Martial Prowess
The character has attained such a degree of mastery over the art of fighting that he/she can perform incredible and astonishing feats of expertise. This skill may not be passed on using Teach.

Refine Object
The skill Refine Object has been changed to Craft Wand.

Scribe Prayer
The character has the skill to transfer a clerical prayer to parchment so that it may be read by anyone with the proper skill, releasing the energies without the expenditure of a Piety slot. See the Divine Crafting Chart for Craft Point costs to scribe prayers.

Sense Divine (2) [2 PRE]
Allows a character to determine the presence of Soulless in a 10' radius; the character can sense their presence and which deity they serve. This skill may also be used by physical touch on a single target or item to detect the presence of divinty. This skill may not be used to detect possessions.

Spear (6)
Character may use a weapon of this size. Weapon must be constructed according to specifications described in Boffer Weapon Construction section of the rules.
A Spear must have a 3" thrusting tip. The size and damage of a Spear is shown in the following table.

Weapon Type Minimum Length Maximum Length Damage
Spear 56" 76" one-handed - 1 (butt)/2 (blade)
two-handed - 2 (butt)/3 (blade)

Steel Fist
The skill Steel Fist has been changed to Unarmed Prof +2.

Stone Fist
The skill Stone Fist has been changed to Unarmed Prof +1.

Tainted Arrow
Allows an archer to attach an alchemical compound to his/her arrows or bolts. The archer must have the compound in possession and must role-play attaching it before firing. Only one compound may be used per arrow. The arrow's damage occurs in addition to the compound's effect. The archer must call the net damage and then the effect.

Throw
Target is pushed back 10 feet. Character must be wielding boffer fists or a two-handed weapon. Throw is a Special Attack.

Toughness
A character with this skill is able to ignore some blows during battle. The character gains a threshold of 2 for 1 minute.

Unarmed Prof +1
Character is highly skilled in unarmed combat and may cause an additional one point of damage.

Unarmed Prof +2
Character is extremely skilled in unarmed combat and may cause an additional two points of damage.

Smithing

Changes have been made to Master Quality items. Master Quality weapons now swing for +1 Damage. Master Quality Armor grants +50% Armor Points (rounded down). See the Smithing Quality Chart for details.

Spells

All defensive spells now require 30 seconds of concentration to cast. Defensive spells are spells that negate an attack or grant temporary armor or body. The casting requirement has been incorporated into the appropriate spell descriptions for ease.

The following spell have been revised or clarified. If you have a spell that has changed be sure to copy the updated description into your spellbook and see Logistics during the next event to get the updated spell equation.

Spell Name Knowledge Control Power Rank TKR Delivery Mind Altering Enhancement
Create Terror Darkness Conjuration 1 7 Ranged Mind Altering -
Causes target of spell to cower in fear for 1 minute. Running from the caster's sight becomes the target's highest priority.
Spirit Guard Darkness Divination 1 6 Touch - Enhancement
Binds an ambient spirit to the target for remainder of the period. This spirit will protect the spell's target from the next physical surprise attack, at which point the spirit is released. Requires 30 seconds of concentration to cast.
Blindness Darkness Alteration 2 12 Ranged - -
Causes target to become blind for 30 seconds. Target can not fight in melee unless he/she has Combat Sense.
Devil Shield Darkness Divination 2 8 Touch - Enhancement
Binds a minor devil to the target for remainder of period. This devil will protect the spell's target from the next magical attack, at which point the devil is released (or sometimes destroyed). Requires 30 seconds of concentration to cast.
Madness Darkness Alteration 2 10 Ranged Mind Altering -
Causes target of spell to become insane. He/She is stark, raving mad for 1 minute. Spells are impossible, but physical attacks are encouraged, although not necessary.
Invade Dreams Darkness Divination 3 13 Touch Mind Altering -
Allows the caster to implant a nightmare into the dreams of the target. The target cannot sleep peacefully that night, and will suffer from -1 maximum Body when they awaken.
Shade Lance Darkness Conjuration 3 15 Ranged - -
Allows the caster to throw a spell packet doing 7 points of Damage.
Stone Skin Elemental Alteration 2 6 Touch - Enhancement
Bestows the target of this spell with stone-like skin, which gives +5 Armour Points. Duration EOP or until destroyed. Requires 30 seconds of concentration to cast.
Barkskin Life Alteration 2 7 Touch - Enhancement
Hardens the target's skin to a consistency much like that of a tree's bark. Target receives +3 Armour points. Duration: EOP or until destroyed. Requires 30 seconds of concentration to cast.
Bestow Strength Life Alteration 2 8 Touch - -
Grants Strength Rush to target for 1 minute.
Vigor Life Alteration 3 13 Touch - -
Grant target +2 Body until the end of period or until lost. These are the first points of Body lost in combat. Requires 30 seconds of concentration to cast
Mirror Image Light Alteration 2 7 Touch - Enhancement
Next "Hit' is a "Miss" Duration: EOP, Latent. Requires 30 seconds of concentration to cast.
Rainbow Bracers Light Conjuration 2 10 Touch - Enhancement
Grants +3 Armour Points. Duration: EOP or until destroyed. Requires 30 seconds of concentration to cast.
Harden Leather Armour Non-living Alteration 2 9 Touch - Enhancement
Strengthens Leather class armour, adding +50% of current Leather armour value. Duration: EOP or until destroyed. Requires 30 seconds of concentration to cast.
Harden Metal Armour Non-living Alteration 3 13 Touch - Enhancement
Strengthens metal Armour, adding +50% of current metal Armour value. Duration: EOP or until destroyed. Requires 30 seconds of concentration to cast.

If you have any of these non-public spells, please be sure to see Logistics during the next event to get the updated spell description:
Adrenaline
Blot
Brain Rot
Dark Defense
Darkness
Demonic Infection
Mystical Plague
Speed of Night
Stone Grip
Wind Guard

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