Terms, Skills, & Effects List back

 

1 handed – any weapon under 48 inches. see “One Handed”

2 handed – any weapon over 48 inches. see “Two Handed”

Accuracy (9) – acts as an Attack for bows only (separate skill)

Acid – type that deals normal damage to all creatures with a body (corporeal). Includes damage and shatters

Absorb – see “Healed”

Ale (1) – intoxicating effect, roleplaying in nature. Poorest quality. Higher qualities such as wine or mead exist. 10 minutes

All Bludgeon (6) – skill: Small bludgeon, Bludgeon, & 2-hand bludgeon skills

All Pole (7) – skill: Small pole, Pole, & 2-hand Pole skills

All One Hand (5) – skill: Small, Bludgeon, Sword, & Pole skills

All Sword (7) – skill: Small sword, Sword, & 2-hand Sword skills

All Two Hand (7) – skill: 2 hand bludgeon/sword/pole skills

All Weapon (10) – skill: allows use of any/all weapons, including ranged (not shield/dual/harden fist)

Air (2/5) – tagline and elemental school of magic that is weak to Earth and strong against Water.

Antidote (10) – removes any Toxin effects.

Antidote to <effect> (x) – toxin/potion that removes one specific effect. Same cost as effect to make

Antitoxin (6) – see “Toxin Shell”

Apothecary (1) – skill: Herbal potion making. All basic Potions must be ingested. Contact Toxins (research) affect on touch, their cost is +2 pts, except Harm/Heal(1). Blade Toxins affect on body damage (research), their cost is +1 pts expect Harm(¾). Potion cost is listed below. Ones that are stackable are marked with an *. Potion reps must be at least ¼ oz. each (Heal/Harm being ¼ oz. / 10 pts.). Requires purchase of materials (1g per 3 pts). Requires Herb Lore. Each train/xp gives 1 point. Only affects the living. No potion lasts more than one whole week Potions are as follows: <Name (points:potion)(pts:contact) - effect>


Harm (½)* - body HP damage

Heal (½)* - cures body HP

Ale (1)* - makes an intoxicating beverage (of low quality)

Poison (2)* - loss of 1 body HP per 10 minutes until cured

Charm (4) – general friendship for 10 minutes

Fear (4) - will not attack anyone unless attacked for 10 min

Confusion (6) - no conscious choices for 10 minutes

Toxin Shell (6) - stops next toxin attack

Strength (8) - +3 Attack for 10 minutes

Endurance (8) - +3 Defense for 10 minutes

Buff (8) - +10 body until lost

Forget (10) - forgets past 10 minutes

Antidote (10) - removes any toxin

Hallucinoid (10) - no skills. 10 minutes

Paralyze (14) - immobilized for 10 minutes

Sleep (16) - fall asleep for 10 minutes

Death (18) - kills instantly


Arcane (1.5x) – add-on tagline to any type that pierces protectives.arcane <type> <effect>”

Arm/Disarm Trap (4) – skill: gives the ability to attempt to arm and disarm traps (must disarm the trigger out of game to be successful). Needed to create traps.

Armour – HP gained from clothing and protective gear. See also “Repair armor”

Arrow – packet with a 6” string attached, or boffer padded arrow. These cost one gold for 15, if properly repped they may be reused if recollected.

Attack (9) – skill: gain 1 Attack, adds to weapon damage

Attune (10) – skill: opens a school so that any spells from it may be cast with mana. See also “Mana”

Assassinate (¾x) – critical done from behind to the torso. Wound(3), Mortal(14), Crippling(9), Death(15), Knockdown(3), Might(12), Waylay(14), Assassinate(5), and Sneak attack(3) can be purchased as Assassinates. You must be in full view of the back to do an assassinate. “assassinate, <effect>”

Assassinate Fury (5) – acts as a Fury strike Assassinate, see also “Fury Strike,” “Assassinate”

Assassinate Pool (10 +1/1) – acts as a Critical Pool specifically for assassinates. Separate from other pools and mana. See also “Mana” and “Pool”

Awaken (18) – awakens an unconscious target (includes all forms of Sleep (even targets that are asleep Out-of-Game), will heal from 0 HP to 1 HP (restoring consciousness))

Banish (16) – sends a creature from another plane back to its home plane. Formal banishes it permanently. Usually Element School

Berserk – causes user to go into rage, gaining 10 Body, 10 Attack, 10 Defense, 3 Strength, and 4 Ripping Strength (allows a character to rip free from bindings up to 4xp in a 3-count) for as long as needed, but causing them to drop into weakness for the same amount of time afterwards, then ½ stats for that time over again. If used in an attack, causes target to go into an unspecific rage (will attack nearest moving thing) for 10 minutes. See p.12

Berserksgang – see “Berserk”

Bind (8) – traps both of target’s arms and hands to their sides. Hands may not be used. Cutting off arms will remove this spell. 10 minutes

Bind, School – Magic that traps or frees.

Bind Rune (16) – skill: use of multiple runes for a more powerful or permanent effect. Once per day unless Godhi class (unlimited for Godhar). See p.20

Blade, <effect> (6) – adds <effect> tagline to weapon until used for one battle. Not dimmable unless weapon has dimming properties for all effects

Blade, Dim (6) – see “Dim Blade”

Blade Toxin – special type of toxin that affects through contact with the blood (when body damage is dealt). May be used to coat weapons. Used on first hit that connects with anything.

Bless (4) – adds 1 physical damage for 1 battle. Not stackable

Block – physically deflected or, rarely, a spell protective was used

Bludgeon (3) – skill: 1 hand blunt weapons, up to 48 in. (maces, quarterstaves, clubs, hammers). Short deal 2, long deal 3. any non-edged weapon (deals normal damage based on length)

Blunt – another term for bludgeoning weapons, as an ability this causes all weapons to deal one less damage until sharpened

Body (3) – skill: gain 1 max body HP. Also HP intrinsic to one’s self, 2 per level for Fighters, 1 per level for all other Classes

Boffer – padded LARPing weapon (or shield) physrep (usually PVC)

Bow (6) – skill: bow/arrow shooting ability. All bows are counted as 2 handed weapons regardless of length. This skill does not encompass crossbow, as crossbows are atypical weapons dealt with In-Game. Bow damage is based on individual bows. Piercing tagline, Attack is not applied, Accuracy adds to damage

Bow Fury (6) – see “Fury, Bow”

Breach – armor term implying the armor has taken damage enough to drop to 0 hit points, if repaired it will be one less maximum than before. Nonbreached armor repairs to its full value

Bronze – weapon material, weak combat metal (-1 dmg)

Buff (8) – adds 10 body until lost.  wears off in 1 week if unused

Buffs – spells affecting a creature that enhance abilities, sometimes Blade spells are included in this group. Last until used / 1 battle

Burn Attack (6) – subtracts 1 Attack. Stackable. 10 minutes. See also “Curse”

Burn Defense (6) – subtracts 1 Defense. Stackable. 10 minutes. See also “Curse” or “Burn Attack”

Burn Max Body (2) - subtracts 1 Max Body HP. Stackable. 10 minutes. See also “Curse” or “Burn Attack”

Caster – Class that uses magic. See p.15

Character – a creature, usually an intelligent one, sometimes used to refer to a Player Character

Chaos (2/5) – tagline and realm school of magic dueling Order. Magic can Harm or Heal the Undead but only Harm the Living

Charging – illegal combat, crowding opponent by coming too close

Charm (6) – friendship. Mind effect. May be broken as per real friendship

Cheating – breaking the rules, usually in reference to metagaming, gain stealing, or blatant stat forging, etc. This is not tolerated

Circle of Power (16) – see “Power Circle”

Class – style or occupation of person/creature, see p.15

Claw – natural attached weapon. Base damage as per bludgeoning weapons. Undisarmable. Some can cut

Cold Iron – weapon material, ruined magical combat metal (1 day, cannot be altered, double damage to Fae)

Component – a piece used for some larger skill, usually formal magic, occasionally cooking or higher rituals etc.

Confuse (8) – causes extreme indecision. Target may not make conscious choices, may only defend self. Mind effect. 10 min.

Contact Toxin – special type of toxin that affects anything it touches. May be thrown.

Control <element> Elemental (4) – same effect as Control Undead, on specified Elemental Creature only

Control Undead (4) – a Lesser (mindless) Undead comes under your command as if you had created it. Lasts until destroyed or recontrolled. 1 controlled per time buying this spell/skill

Cooking (12) – allows you to take Essences and use them to concoct foods and brews with effects based on the type of essence, combination, and other added ingredients, along with a bonus for presentation. Cooking Expertise (additional ranks) available at 15 xp each. Note, only one Essence may be taken per creature, thus either Essence Harvest or Cooking.

Copper – weapon material, precious metal, weak (-1 dmg)

Costume – an in-period appropriate set of garb worth armor points, also refers to fake armor which gives 4 pts on the torso and 1 on each limb. A good costume is highly encouraged

Counted Action – an action that takes time to do such as a Killing Blow or Ripping Down a Door, in the format “<action> 1, <action> 2…” etc. Should be done counting down if any other than a 3-count (Marshal’s discretion)

Counter (3) – after being hit in melee, retaliates with current melee damage instantly (no swing required). “Counter, # <tagline>”

Counter, time spell (2) – the next melee attack will be countered as per the skill. Not stackable. See also “Safe”

Craft (1) – skill: earn one gold coin per game day per rank with specified craft (service or product), such as Tracking, Basket Weaving, Tailoring, Fortune Telling, etc.

Create <item> (6) – magically makes a usually wooden or stone (typically base damage as per bludgeoning weapons) item identical to a normal version for 10 minutes or 1 battle

Create Undead (10) – raises a Dead corpse as a Lesser (mindless) Undead under the caster’s control. Undead status. Until destroyed. 1 raisable per time buying this spell/skill. Casting on an already created undead not under your control will bring it under your control as per Control Undead. Casting on an undead under your control or Greater will fully heal it. A PC created as undead and not in play may choose to die to continue playing that character. See also p.9

Crippling Strike (12) – critical, physical weakness. See also “weakness”

Critical – Increase and decrease in damage done in physical combat based on the Critical modification system. Do not affect non-organic creatures. See p.9. Also a Fighter Skill that allows a certain type of strike, see skills

Critical Pool (10 +1/1) – acts similar to mana but for critical fighter skills. The pool is separate from other pools or mana. See also “Mana,” “Pool”

Crystal – weapon material, all modifications must be done at creation (not alterable, permanent, usually RI and innately magical)

Cure <status> – removes negative status indicated. Costs same as status it removes

Cure <stati> – removes a set of similar negative stati (such as Mind Effects, Chaos effects, etc.). costs 2 more than the highest status it removes

Cure Disease (8) – Both spell and  remove the effects Disease and , not any  Type attack

Cure  (4) – Both spell and toxin/potion remove the effect , not any other Toxin Type attack

Cure Mind Control (14) – removes all Mind Control effects. See also “Cure <stati>”

Curse (4) – subtracts 1 physical damage for 10 minutes. Not stackable

Damage – a number of an attack which affects your HP. A character’s weapon damage is calculated by adding their Attack to their Weapon base and any pluses and buffs active

Darkness (2) – creates shadows on an area equal to the caster’s arm span. Counts as “Dark” or “Night” for Undead & Light Intolerant. Dispels a Lightglow. 10 minutes

Days – see “Reset”

Death (20) – brings one living target to Dead status

Deaths – place on character sheet to note how many times the character has Resurrected, and how many XP were lost from dying that can be recovered with spirit restore

Death Strike (20) – critical, physical death

Defense (9) – skill: gain 1 Defense, subtract from physical damage

Demifae – one of the 3 major PC races, half or more fae blooded

Desecrate (10) – target gains immunity to the effects of Order Magic. Dispelled by Sanctuary. 10 minutes

Destroy Undead (8) – brings an Undead to Dead status.

Dim Blade (6) – allows any tagline on a weapon to be used or left off for 1 battle. Does not create any additional tagline

Disarm (4) – causes target to drop a hand-held item for 10 seconds. If the item is physically linked (chain, string, etc.) the item may stay attached to the cord, but must drop from the hand. This does not affect Magically Linked items. If a specific item is not specified, it is the target’s choice. Invalid item calls use the spell, but have no effect. Physical disarms cause the hand to go numb, so that the item can be picked up in the other hand, but nothing may be put in that hand for 10 seconds. The use of a Disarm skill will also cancel a Critical Disarm attack against you. Magical disarms cause the weapon to leave the person, so that it may not be picked up, but the hand may still be used

Disarm Trap (4) – skill: see “Arm/Disarm Trap”

Disease (8) – causes a version of the  effect which is highly contagious and will affect anyone who touches or stays in close quarters with the target until cured

Dispel (14) – removes all magical effects, good or bad. Does not affect HP, Weapons, Items, or s (except Magic ), unless there is some magical effect active on them. This spell will destroy an Elemental or other purely magical being

Dissipate (10) – when cast on a Dead corpse, turns it to dust, not allowing a Life spell

Divination (16) – skill: allows character to make an actual rune casting to predict the future. Appropriate plot action may be taken based on the combined interpretation of Plot and the Caster. This effect will not occur immediately.

Dodge (20) – attack was negated with an acute use of dexterity. Attacks could affect anything directly behind user. Target must be able to move. Once per day use

Dodge, time spell (8) – next attack is dodged as per the skill. See also “Dodge” and “Counter, time spell”

Dominate (18) – caster has almost absolute control over target as if an improved version of Charm was in effect. Any commands will be followed. 10 minutes

Doom (18) – victim dies in exactly one minute. Doom may be cured as if target is already dead.

Double – attack dealt twice normal damage on target

Drain (4/5) – Damage done is taken as Healing for the attacker. On weapons 1 Healing is taken by default. Healing is Magical in nature, not Order or Chaos. If a number is specified after the Drain, only that amount of healing is being taken. Also School of Magic

Drain Attack (12) – subtracts 1 Attack and gives it to caster. Stackable. 10 minutes. See also “Curse” or “Burn Attack”

Drain Defense (12) – subtracts 1 Defense and gives it to caster. Stackable. 10 minutes. See also “Curse” or “Burn Defense”

Drain Max Body (4) – subtracts 1 Max Body HP and gives it to caster. Stackable. 10 minutes. See also “Curse” or “Burn Max Body”

Dual (6*) – skill: Allows you to use a weapon in each hand. Cost is equal to how many length units are used (i.e. long sword (3 units) and dagger (1 unit) dual would be 4 xp. This would not let you use 2 short swords.) Dual All, which allows any one hand weapons you can use in either hand, is 6 xp

Duration – how long a spell lasts. Protectives, Blades, and Buffs last until used / 1 battle, offensive spells last 10 minutes, /disease spells last until cured

E.Skill (1) – see “Enemy Skill”

Earshot <spell> (10x) – spell is delivered to all who hear the verbal out-of-game, typically excluding the caster. “Earshot <verbal>”

Earth (2/5) – tagline and elemental school of magic that is weak to Flame and strong against Air.

Edge – bladed weapon that can cut and deals 1 damage over base

Effect – see p.10

Element – Fire, Earth, Air, or Water

Elemental – Any Magic/Summoned nonliving creature, especially made of an Elemental Magic

Elemental, Control – see “Control Elemental”

Endurance (8) – adds 3 Defense. Spell 1 battle,  10 min.

Enemy Skill (1) – ability to mimic monster skills from Plot’s list (must see the ability used and have Marshal/Plot confirm by giving you appropriate papers). Points spent go into a pool similar to mana, but for use on any Enemy Skills you have learned. Verbal is “<creature> <ability (type, effect)>” See also “Pool”

Enflame (4) – sets target on fire, causing 1 Flame damage each second until extinguished (requires Water, Ice, or rolling on the ground (3-count plus time to fall down, may not be armed while rolling). Extinguishing may be physical or magical, but must be at least 5 damage).

Ensnare (4) – traps targeted foot (if not specified, target’s choice) to the ground. May still pivot on it. May be cast multiple times. May cut off limb to remove. 10 minutes

Essence – part of the spirit that stays in the body when it dies, which can be removed by any knowledgeable character and utilized by the skills Cooking and Essence Harvest. Turns into liquid when harvested. Whoever has the monster card is considered to have the essence unless it is copied to your character sheet by a Marshal

Essence Harvest (6) – skill: drain 1 Life or Mana per rank from a kill via consumption of essence. Multiple levels of Essence Harvest can allow you to restore an entire spell if the drain is substantial enough. A creature may only have its Essence removed once. See also “Hunting,” “Cooking,” “Essence”

Experience (points) – see p.12

Expertise (5) – skill: allows increased critical and Fury Strike damage (small), Critical Called Shots (increased damage, must hit called limb, crippling after consecutive hits), and paired criticals

Explode (20) – causes caster to be Obliterated, deals current body HP damage and Shatter in 6’ radius circle. Verbal is “Explode, # Magic Shatter, 6’ radius”. Some versions are Flame based

Extra – call made to signify target took extra damage from attack, typically 1.5 times

Fae – a special type of semi-magical creature tied to the land

Faerie Fire (6) – Fae attack that illuminates the target and makes it unable to dodge for 10 minutes

Fear (6) – spell causes fear of caster and caster’s party. Target will not attack.  causes general paranoia and target will not attack anything. Mind effect. 10 min.

Field Marshal – Plot Marshal who gathers XP info and monitors safety and rules during play. See also “Marshal”

Fighter – Class oriented towards strength. See p.15

First Aid (2) – skill: stabilize a dying creature (-HP within 1 minute) for double the time spent, and ability to determine exact status of most things.

Flame (2/5) – tagline and elemental and force school of magic weak to Water and strong against Earth, dueling Ice.

Flight – call that indicates creature is in the air and thus immune to melee combat, represented by crossing weapons over chest

Food – an item that can be eaten with some time (outside combat) to restore HP, and can be Hunted from many NPCs. See also “Hunting”

Force – Flame or Ice

Forget – mind effect that causes the target to lose the last 10 minutes of their memory. Can only be cured if an antidote or cure mind effect is given within 10 minutes

Formal (magic) (10) – highest form of Magic (not resistable or blockable). 1 rank can be purchased for every 100 xp (50 xp for Summoners) spent on Magic. Extra ranks may be purchased at 20 xp each (subject to Plot approval)

Formal Magic Component – see “Component”

Free (16) – releases entire body from all entrapping effects, not limited to magic

Free Limb (4) – releases one limb from entrapping effects, not limited to magic. See also “Free”

Free Voice (6) – releases target from Silence effects

Fury Strike (6) – user’s Attack is tripled (or as noted) (+ weapon damage) for one swing. May be used unannounced

Fury, Bow (6) – triples damage done by a bow for one shot. May be bought like a normal fury, but is a separate skill.

Game, In – see “In Game”

Game, Out of – see “Out-Of-Game”

Gemstone – item and weapon material, all modification must be done at creation (+1, permanent, cannot be altered, magical properties, usually RI and innately magical)

Genji – weapon material, legendary combat metal (+2, RI, sometimes innately magical)

Godhi – caster class oriented towards the Runes. See p.15 and 20

Gods – the deities worshipped by a character. Does not have to be Norse or even filled out at all

Gold – weapon material, affects more creatures than silver or iron (and other combat metals)

Grappling – grabbing and holding a creature (this may only be done in accordance with Physical Contact rules!), does not affect incorporeal creatures. A Strength call must be made, the higher strength gets their way

Greater – an elemental or undead with intelligence. These are immune to most control but take mind affects

Hallucinate (12) – no in-game skills may be used correctly. Mind Effect. 10 minutes

Harden Fists (2) – skill: allows you to block hand hits without taking damage. Adds no damage (base 0). Physreps up to 12 in. see p.6 for details

Harm   or spell causing damage

Harmed (by <effect>) – call that indicates the creature has taken damage (or extra damage) from the attack

Haste (10) – target moves quickly (increases ½ or ¾ speed (slow) to full, or allows a full speed target to use 35 degree swings for weapons). “haste” must be announced before beginning a 3 count, at which point the 3rd count may be made, essentially making it a 2 count. 10 minutes

Heal – s or spell curing body damage

Healed – also “Absorb.” Intended damage was taken as Healing. Physical cannot cause healing

Healing – body point restoring magic found in Order, as well as s and other sources. See also “First Aid” for the skill

Helper (points) – rewards given to NPCs, Marshals, & benefactors. See p.4

HelpersàXP(can buy) – place on the character card to note how many Helpers can be converted to XP (can only convert one for every XP earned otherwise)

Herb – a type of food that has to be specially prepared and taken to be effective (mixed into an elixir or smoked usually)

Herb Lore (3) – skill: allows you to identify all common and many rare potions and herbs on examination (about a 3-count), even when mixed into food etc. and to mix potions. Required for Apothecary.

Hit Points – Life. see p.8

Hold – a call for the game to stop, as outlines under Game and Safety Rules. Also see the Time Spell “Time Stop”

HP – see “Hit Points” and p.8

Human – the most common of the 3 PC races

Hunting (4) – skill: Salvage 1 HP (per train) of food from any kills (limited by creatures’ size). Some tools required (edged weapon). A creature may only be Hunted once. Must report to plot or marshal to acquire tags. See also “Essence Harvest”

Ice (2/5) – tagline & force school of magic dueling Flame.

Identify (10) – reveals all effects and possibly other things about an item or creature. Some must refer to Plot for information

IG – see “In Game”

Immune – target is not affected by this effect, see also “No Effect”

Imprison (28) – acts as an incurable Paralysis. Lasts until target receives a Remove Imprison spell

Indestructible – item cannot be destroyed by normal means. Also called “RI.” If physically RI, shattered by Arcane, Spirit, or Formal. If magically RI, shattered by Spirit or Formal

Incorporeal – having no physical body. Elementals and ghastly undead may become incorporeal by purchasing the skills Immune to Normal, Reduce Silver ½, Reduce Gold ½, and any Magic Tagline (including elemental). Incorporeal creatures are immune to Acids and any physical based attacks without enchantment (such as webbing, grappling, explosions, pitfalls, etc.), and may phase through non-magical objects in a 10-count action

Innate – type that precedes <verbal> indicating the effect is natural and may be used in coordination with other effects (such as an Innate Reflect being used after a Reflect Magic was used)

Inspiration (6) – target may come to understand something that they did not before. At Plot’s discretion. Must refer to Plot

Invisibility – constant effect of Vanish. See also “Vanish”

Invis (12) – see “Vanish”

In Game – play is going on and listed thing is in it. See also “Out-Of-Game”

Iron – weapon material, standard combat metal

Iron Skin (6) – critical defense, reduces one physical strike’s damage

Item – any tagged possession, details on tag

Jimmy Rule – You have asked a ridiculous question. Go away.

Jotunn – a giant or troll

Killing Blow – a 3 count action that represents physically killing the target through specified means (part touched, thus limb killing blows do not bring to Dead, but sever the limb a the point done), such as cutting off the head, stabbing through the heart, or breaking the neck. This requires the creature be completely helpless to succeed. On some creatures the count may be more than 3, in which case a Marshal should be consulted, but 10 is usually a good guess

Killing Effect – anything that brings a creature to Dead status, such as a Killing Blow or Death Spell

Knockback (4) – critical, causes the target to retreat (safely) 10 feet back before approaching again

Knockdown (4) – critical, causes the target to fall to the ground (safely) after which they may stand again. They may still defend themselves on the ground as per normal

Lay on – call to resume play from a Hold, see also “Hold”

Lesser – an undead or elemental that has no intelligence (some move slower). Lessers can be controlled but are immune to mind effects

Lesser One – one of the 3 PC races, half animal creatures

Level X <spell> – delivers specified spell that only affects a target with level divisible by the number (X). Cost is spell divided by X rounding up.

Life (20) – brings a fresh Dead corpse to life and 1 HP

Life Burn (2/5) – causes generic magic damage to a target

Life Drain (4/5) – see “Drain”

Lightglow (2) – creates light in an area equal to the caster’s arm span. Counts as “Day” or “Light” for Undead & Light Intolerant, but not “Natural Sunlight.” Dispels a Darkness. Until next sunrise

Living – status of existence & basic type of creature. See p.8-9

Lock Pick (5) – skill: gives the ability to attempt to pick a lock (must open the lock out of game to be sucessful). Tools required (lock pick)

Long – any weapon between 36 and 48 inches. See p.7

Machine Gunning – swinging less than 45 degrees between hits, or otherwise shortcutting the combat systems to gain an unrealistic and unfair advantage. Machine gunning hits are greatly reduced damage, or none if called as full

Magic (9) – highest magical-physical weapon tagline

Magic Armour (2/1) – Grants extra points of armour that are not repped or reusable, that are lost before magical body and real armour. May be stacked. Does not carry over days (all points lost when skills reset/day changes)

Magic Item – an Item enchanted with Formal or Rune or other lasting magics, must be identified for the properties to be revealed. All magic items must have physreps with them (sometimes provided by Plot, Magic Rings always provided by Plot)

Magic, school (2/5) – School of magic that cannot be accessed with Mana that includes non elemental attacks and spells. See p.27

Magic, type – type based on creating non-real powers to deal damage or effects. Ignores Defense. See p.20

Mana (1) – see “Mana Pool”

Mana Burn (1/1) – causes target to lose mana. Only affects mana, not spells

Mana Drain (2/1) – causes target to lose mana, and the caster to gain that amount of mana, if the spell affected the target. Only affects mana, not spells

Mana Pool (1) – skill: 1 xp worth of generic magic energy is placed into a Pool with every xp spent on Mana, this Pool may be used with any Schools that are Opened/Attuned to (for 10 xp each) as any spell desired. See also p.20

Marshal – a staff member, usually with a specific job (Formal, Field, Plot, etc.), you must listen to what these people tell you

Massive (45) – tagline that pierces weapons and shields. “Crushing”

Massive Strike (6) – critical, swing massive tagline for one swing

Mastery (10) – skill: increases damage done by criticals, Fury Strikes, and Called Shots with a weapon specific to the user, such as one used lifelong, over 1 year playing, or one Spirit Linked/Soul Tapped to user for ½ a year.

Materials – required to produce items with a Trade skill. 1 gold per 3 pts. Trade specific.

Membership – allows the buyer to attend all Berserkr events during the membership period for free. Email berserkr@larp.com to purchase a membership

Metagaming – the use of knowledge gained OOG that your character could not have, including names, stats, and secrets (knowing of a certain monster like Umber Hulks is acceptable, knowing the stats on an Umber Hulk, or that MT is sending them out are not). This is not tolerated. Everyone should try to keep this knowledge to themselves, but just because it can’t always be done is no excuse for metagaming

Might Strike (15) – critical, causes target to lose half their HP

Mind – school of Magic

Mind Control – any spells that manipulate the mind, including Charm, Fear, Confuse, and Hallucinate. Not all Mind School effects are Mind Control (Sleep is not)

Mind Control, Cure (14) – see “Cure Mind Control”

Minimize – call to indicate the target has taken only one point of damage, often on a non-solid or swarm monster

Mithril – weapon material, legendary silver (+1, usually RI and innately magical)

Missile (2) – skill:  thrown weapons (knives, hatchets, rocks, javelins). Damage same as melee equivalent (by length). Thrown weapons themselves may be used in melee for the same damage as long as they are safe, but this skill only allows throwing

Mod Card – phys rep for a module’s starting point, report to Plot with card to go on the module.

Module – one short adventure from start to finish, usually at a location outside of town. Also called a Mod.

Monster – an NPC, usually a non-intelligent creature

Monster Card – a stat card with XP/Gain data on it

Monster Town – the OOG area in which Plot stats Monsters and NPCs, the place to go when you want to NPC or need to speak with Plot

Mortal Strike (18) – critical, physical doom. Can be delayed by first aid but not cured, except by Life

MT – see “Monster Town”

Mystic – see “Magic, School”

Natural Magic – a non-runic school of magic

Night, spell (2) – see “Darkness”

Nightmare – a different Berserkr LARP campaign, see the website

No Effect – intended damage or effect had no effect on the target, usually indicating an immunity or Defense

Normal (6) – basic weapon tagline. Uncalled damage is Normal. Includes Claws, Wood, Stone, Bronze, Iron, and Steel, and occasionally other taglines.

Non-Player Character – a character or monster controlled by Plot, sent to interact with Player Characters and other NPCs

NPC – see “Non-Player Character”

Obliterate (30) – acts as a Death spell and a Dissipate spell, turning a living creature to dust and not allowing a Life spell.

Off Hand (10) – skill: use of off hand, including Shield and Dual All

OOG – see “Out-Of-Game”

Open <school> (10) – see “Attune”

Order (2/5) – tagline and realm school of magic dueling Chaos. Magic can Harm or Heal the Living but only Harm the Undead

Out-Of-Game – the game has stopped or target is not present; clarification often made by Marshal

Packet – safe throwable small things to deliver some attacks with

Paralyze (16) – target may not move or be moved at all. This includes being stuck to the ground (except with the  version). 10 minutes

Parry (9) – critical, blocks one non-critical physical attack (damage only, not effects)

PC – Player Character

Pelting – see “Scavenger”

Penis Monger – mongers target penis. Also Special Plot Dance

Petrify (26) – see “Imprison,” usually Earth elemental.

Phase (20) – caster phases invisibly into spirit form and may travel at will, phasing back in at will, up to a mile away. Phases out in a 3-count, which may be interrupted by damage (on most creatures, the ability Phase cannot be interrupted), but will not waste the spell. May be hit as per normal attacks while phasing out but not while phasing in (until count is finished). Caster may take anything touching with them (items only)

Physical – type based on weapons and other actual objects being used to hit. Cannot heal

Physical Blast (2/5) – A packet delivered physical attack that represents spines, etc. also called PhysBlast. “# physical

Physical Contact – rules governing safety see p.3 and 5

PhysRI – see “Indestructible”

PhysRU – see “Unshatterable

Phys Rep – physical representation, often a weapon or other prop, substituted for something difficult or unsafe to have present

Pickpocket (8) – the ability to steal an item unnoticed, if a spell the caster can name an item, any pickpocket can name a container, otherwise the first item the target can get to the tag for

Pick Lock (5) – skill: see “Lock Pick”

Piercing (45) – tagline that pierces Defense but not armour or protectives. If used against a shield, 1 point of damage is done to its holder in addition to any shield defense being pierced. Notably used as the Bow tagline

Plant – a type of creature often with a strange set of immunities

Platinum – weapon material, legendary gold (+1, usually RI and innately magical)

Play, In – see “In Game”

Play, Out of – see “Out-of-Game”

PC – see “Player Character”

Player Character – a character controlled by a customer/player of Berserkr, statted within the confines of being a PC

Playtest – an ability or system being used at the moment to test it for future addition, change, or removal form Berserkr’s systems

Plot – supreme organization running Berserkr LARP. See also “Marshal”

 (4) – as an effect,  causes the loss of 1 body HP every 10 minutes until cured. This will not wear off. Healing will temporarily cure HP damage, but will not cure the . Stackable

Poison Shell (6) – see “Toxin Shell”

Pole (4) – skill: 1 hand polearms, up to 48 in, with a head up to 24 in. (axe, spear). The stick of a pole counts as bludgeoning damage, while the blade counts as sword damage. Hybrid bludgeon-sword weapon

Polymorph (10) – allows character to change shape but look similar until they desire to change back. 1 form per rank

Pool (1/1) – xp spent on having a pool of skill points free for use with the skill they are paired with. See “Mana,” “Critical Pool,” “Enemy Skill,” and “Assassinate Pool”

Potion – a Toxin/Apothecary effect in a bottle to be ingested for the effect (can be mixed into food or drink)

Power Circle (16) – creates a protective impenetrable (except by Spirit) circle that allows Formal Ritual casting, 6 feet wide. Until dropped

Protect – School of Magic

Protectives – any spells that stay on the spirit to protect the character. Last until used

Pure Mind (14) – see “Cure Mind Control”

Race – the appearance and skill guidelines of a creature, see p.16

Radius <spell> (5x) – spell is delivered up to three feet from the packet/caster, affecting everyone within the sphere (including caster if applicable). “<verbal>, 3’ Radius” (6x for 6’ radius)

Rage (9) – skill: gain 1 Rage Point (+1 AT, +1 DF, +1 Body, +2 Ripping Strength in Berserksgang, additional +1 STR every 3 Rage). See also “Berserk,” “Berserksgang

Rage Claws (5) – skills: gain base 0 Short claws (up to 36”) while in Berserksgang. Must have at least one Rage before buying

Realm – Chaos or Order

Reboot – see “Lay On”

Reduce – call made to denote the target has taken a fraction of the damage, usually half (otherwise announced)

Reflect <type> (12) – reverses the attacker and target for spell’s results. Another Reflect may be used to reflect the Reflected attack, as may a Shell or Safe (as appropriate).

Reflect <effect> (4) – reverses the attacker and target for a spell of <effect>’s results. Another Reflect may be used to reflect the Reflected attack, as may a Shell or Safe (as appropriate).

Reflect <school> (8) – reverses the attacker and target for a spell from <school>’s results. Another Reflect may be used to reflect the Reflected attack, as may a Shell or Safe (as appropriate).

Regen (18) – If Living, target regenerates at a rate of their max body every minute, unless dealt a Killing Effect, for 10 minutes

Regenerate (20 + 1/ HP/min) – target is cured for Body listed every minute, and will regain consciousness in one minute if knocked out, unless Killed. At two ranks target is also restored from Death as per unconsciousness, unless Killed with specific weakness

Remedy (20) – Cures all ailments, does not restore HP or grant life

Remove <effect> - removes a specific effect, often the only available cure. Overrides “incurable” in effect’s description. Cost is same as the effect being removed

Render Indestructible – see “Indestructible”

Render Unshatterable – see “Unshatterable

Rep – see “Phys Rep”

Repair Armour (3) – skill: restore nonbreached lost armour points. 1 per 20 seconds 1 handed/running, 1 per 10 seconds while immobile. May require tools for majour work (repair kit). See also “Armour”

Repel (10) – target is forced 10’ away from caster if possible. If not possible to push, this will not cause damage. It can be used to push an opponent into obstacles if they do not move to the side. Not an entrapping effect. 10 minutes

Research (1) – skill: find new abilities/ techniques. 1 point per xp. Materials cost 1 gold per 3 pts.

Reset – the time at multiple day events when all per day skills become renewed, typically at Dawn or whatever increments divides the event evenly.

Resist <type> (15) – negates one <type> attack. See also “Stone Mind” and “Steel Skin”

Resist <school> (10) – negates one <school> attack

Resist <effect> (5) – negates one <effect> attack

Restore Limb (10) – restores target limb (target’s choice if unspecified) to full usefulness

Resurrection – bringing a spirit back to Midgard and creating a body for it, this destroys all spirit effects and causes the target to lose 1/3 of their total XP. This does not reset skills. You form back with 1 body point

Reuse – attack was stored away for later reuse

Ricochet – attack was deflected at a different target (packet delivered)

Ripping Strength (5/1) – allows character to rip from bindings of any type in a 3 count, 5xp per point (xp) of binding spells that can be ripped from

Ritual Circle (6) – creates a penetrable circle that allows Formal Ritual casting, 6 feet wide. Until dropped or dispelled.

RI – see “Indestructible”

RP – Role Playing, see intro

RU – see “Unshatterable

Runes – see p.20

Runic – skill: see p.20

Safe (6) – blocks next Physical attack that would be harmful. If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Safed as well

Sanctuary (10) – target gains immunity to the effects of Chaos Magic. Dispelled by Desecrate. 10 minutes

Scavenger (4) – skill: Salvage valuable parts, such as pelts, venom, horns, etc. from any kills (limited by creature). Some tools required (edged weapon). A creature may only be Scavenged once. Must report to plot with monster card to acquire gold equivalent or components. See also “Hunting”

Seid (15) – skill: allows the user to travel in spirit form, harmlessly disconnected from their body. During this time they may seek to do as they please (must have Marshal/Plot present). 10 minutes per rank, with body damage being dealt after time runs out. Soothsaying (able to speak from body while in such trance) also available at higher ranks. This skill does not contribute to conventional Summoning Formal Magic, though it has its own higher powers.

Sever Limb (12) – physically slices the limb hit off. Curable by a Restore Limb. Must be done with an edged weapon

Shapeshift (10) – allows a character to completely change form for 10 minutes. 1 form per rank

Sharpen – adds 1 base damage for 1 battle onto any one weapon that is not physically rendered indestructible. May not stack. 1 pt per 2 ft. (sm=1, sh/lg=2, 2hand=3). Materials cost 1 gold per 3 pts.

Shatter (10) – breaks an item that isn’t Rendered Unshatterable or Indestructible either Physically or Magically. This affects only one item, not items touching or inside of target item. Arcane/Spirit tagline on this spell pierces physical strengthening. The item is broken into useless pieces. With the skill, the targeted item must be struck with a weapon. The use of a Shatter skill will also cancel a Critical Shatter attack against an item you are holding

Shell (6) – blocks next Magic attack that would be harmful. If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Shelled as well

Shell, <effect> (2) – blocks next <effect> attack that would be harmful. May be used after a Safe/Shell/etc. if appropriate (a Sleep Shell can be used after a Shell used on 10 Magic Flame, but not after a Shell used on Magic Sleep). If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Shelled as well

Shell, <school> (4) – blocks next <school> attack that would be harmful. May be used after a Safe/Shell/etc. if appropriate (a Earth Shell can be used after a Shell used on 10 Magic Flame, but not after a Shell used on 10 Magic Earth). If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Shelled as well

Shield (6) – skill: padded rim blocking weapon up to 36 in. largest dimension, no taller then ~1/2 your height. Shields block physical (and sometimes magical, though cannot be indestructible with this option) damage. See p.6 and 29

Shield Bashing – illegal use of shield by pushing or otherwise imposing on other players. See p.5 and 6

Shockwave – monster ability to generate an aura or spikes that damage attackers, “Shockwave, # <type>”

Short – any weapon between 24 and 36 inches. See p.7

Shroom – a type of food that has strange effects, see tag, back of tag, or a marshal for effects

Sight <spell> (2x) - spell is delivered straight from caster without a spell packet. Point or name target and use verbal “Sight <verbal>.” Must be able to see target In-game and cast

Silence (6) – Cannot speak or cast. Entrapping effect. 10 minutes

Silver – weapon material, affects more creatures than iron

Skald (1) – skill: The art of Singing or playing an instrument. Each train/xp gives 1 point. Song must be announced when started and whenever prompted (so that newcomers know the effects). The verbal is “Song of <effect>”. The player must sing/play an appropriate song for the duration of the effect (may not contain large gaps, excessive wrong notes, or sound inappropriate for the effect, at Marshals’ discretion). All songs are delivered as Arcane Earshot to only the allies/enemies the Skald has noted with the Marshal (or is clearly with/against). All spells last only duration of song unless noted. Some creatures can generate identical effects via concentration or meditation. Effects are as follows: <Name (points/minute) - effect>: (pts. round up)

Lightglow Area (½) 

Stabilize (½) – same as First Aid Skill

Trap Spirit (2/3) – keeps spirit in a corpse, allowing Life spells

Bless (2/3)

Curse (2/3)

Turn Undead (2/3)

+/- 1 AT/DF (1) – choose + or – and AT or DF

+/- 3 Max Body HP (1) – choose + or –

Repel (1)

Charm (1)

Fear (1)

Dim Blade (1)

Magic Blade (1)

Silence (1)

Free Voice (1) – cures Silence effects

Ensnare (1)

Unensnare (1)

Endure (2) – +3 DF

Strong (2) – +3 AT

Buff Up (2) – +9 Max Body HP unstackable

Antidote (2)

Haste (2)

Slow (2)

+/- 1 STR (2)

Sanctuary (2)

Desecrate (2)

Wall of Force (2) – unlimited size, still requires outline

Create Undead (2)

Accelerate Formal (2) – cuts Formal time in half

Delay Formal (2) – doubles Formal time, or delays the ritual by its total time, after which it runs normally

Identify (2) – no knowledge retained

Inspiration (2) – no knowledge retained

Regen (3)

Free (3)

Banish (3)

Dispel (3) – allies only

Awaken (3)

Remedy (4)

Life (4)

Berserk (4)

Un-Disarm-able (4) – immune to Disarm effects

Telepathy (4) – whole group may communicate telepathically

Amnesia (4) – permanently forget the time of the song, and cannot remember the Song itself

Wizard’s Lock (4) – only Skald may enter or exit structure

Ward (7) – all affected may enter or exit structure

Resurrection Point (7) – gives the ability to perform a resurrection on any willing spirit to all affected (no magical area/point required). Spirits resurrecting when Song stops will flaw horribly and painfully, probably dying.

Un-Shatter-able (10) – immune to Shatter effects

Un-Sever-able (12) – immune to Sever effects

½ Physical (15) – reduce physical damage by half

½ Mana Consumption (15) – all Mana used is used at half the cost, however, full Mana cost will be taken after the Song. If it reaches below zero, it goes to zero and the caster passes out for 1 minute.

Susceptible to Physical (15) – lowers resistance to physical by one step (Immune -> ½ -> normal -> 2x)

Susceptible to Magic (15) – lowers resistance to magic by one step (Healed -> Immune -> ½ -> normal -> 2x)

½ Magic (20) – reduces the effect of all magic by half

Songs (½x) – adds one time again to another Song’s effects for each additional Skald. Requires harmonization.

Skill – any ability learned by spending XP, see p.13

Sleep (18) – target falls into a deep, physically unawakenable sleep. Mind effect. 10 minutes

Slip (2) – creates a magically slippery puddle. Nothing may stand or attach in this area. 3’ circle. 10 minutes

Slip Bindings (60) – dexterity or non-solidity allows a creature to slip form bindings on a 3 count, see also “Ripping Strength”

Slow (10) – target moves slowly (½ to ¾ speed). Not a mind effect. Entrapping effect. “Slow” must be announced before beginning a 3 count, essentially making it a 4 count. 10 min.

Small (1 or 2) – skill: small weapons, up to 24 in., with a head up to 12 in. (daggers, hatchets). Bludgeons deal 1, blades deal 2. see p.7

Smith (1) – skill: you may forge weapons with raw materials (1g per 3 pts). It is 1 pt (1 xp) per size rank for weapons. Tempering is the total pt value of the weapon (removes RI and plating). Resist shatters are 2 pts each. PhysRI is 2 pt per foot. Silver Plating is 1 pt and ½ gold per foot, while Gold Plating is 1 pt and 2 gold per foot in addition to material cost. Shields are 50 hp per pt. Shield defense is 1+1(+1 each time). Shield phys reduction is 3 pts. Shield physRU is 3 pts, phys RI 6 pts. Bows are 1+1(+1 each damage) for short, and 2+1(+1 each damage) for long. Armour is 1 pt per 2 hp, 1 pt to render physically unshatterable (physRU), and 2 pts to render physically indestructible (phys RI). A forge may be required

Sneak Attack (3) – assassinate critical, deals 10 extra damage on one strike, see also “Assassinate”

Song – type referring to Skald spells and their deliverance

Spell – any Magic casting, usually non-mana. See p.20

Spell Duration – see “Duration”

Spell Packet – see “Packet”

Spell Restore (1x) – Restores specified spell to target. Another variety restores any one spell up to specified xp, but costs 2xp extra). Does not work on mana.

Spirit (2x) – type that pierces all defenses, acting as Massive Arcane Body. Cannot be Stoneminded, etc. as it is Spirit in type. The “unblockable” type.

Spirit Animal – The animal most associated with a character, can determine race if changed into a Lesser One or Lycanthrope, as well as possibly affect Berserksgang

Spirit of the Game – see p.4

Spore – usually fungal radius  or arcane  attack

Stasis (20) – Time spells that freezes the target and the space immediately around him in time nothing can affect the target because it is in another point in time. 10 minutes, may be dropped at will by caster

Steel – weapon material, high quality combat metal (+1 dmg, 1 shatter resist)

Steel Skin (16) – critical defense, resists one physical strike

Stone – weapon material, heavy (cannot be altered, -1 dmg)

Stone Guts (12) – toxin attack was negated by user’s resistance

Stone Mind (14) – magic attack was negated by user’s resistance

Stone Skin (6) – user’s Defense is tripled (or as noted) for one hit

Stop (14) – Entraps the whole body from the neck down. 10 minutes See also “Paralyze”

Strength (8) – adds 3 Attack. Spell 1 battle,  10 min.

Strength, # – character’s overall strength. May be used to physically overpower or use weaker characters. May be granted by spells

Strength (18) – skill: gain 1 strength.

Summon (8) – creation of pure magic. 1 rank (level) can be purchased for every 20 xp spent on Magic (15 xp for Summoners). Extra ranks may be bought at 16 xp each (subject to Plot approval). See also “Elemental”

Summoner – caster class oriented towards natural and unnatural magics. See p.15

Summoner Magic – skills: see p.20

Surprise – a tagline that indicates catching someone off guard. The target may only use ½ of their Defense against this hit and may not dodge it. Multiple surprise hits cannot be done. This effect relies on good roleplaying and honest people

Sword (4) – skill: 1 handed edged weapons, up to 48 in. (swords, daggers, rapiers). Short deal 3, long deal 4

SXP – experience points of a summoned creature

Tag – valid symbol (card) for an in game item approved (signed) by a Marshal or Plot. Should be attached to a Phys Rep. Stealable (some Reps are not)

Tagline – type and effect of physical damage such as “flame” or “sleep,” taglines work if they deal body damage. You must call a tagline for it to affect the target

Telepathy (20) – user can communicate with present or absent targets without the use of vocal cords. Heard in target’s mind

Teleport (12) – user is teleported to location of packet thrown. May move during Hold to accomplish this

Temper – adds 1 permanent damage to a weapon’s base. Removes any physical forms of indestructibility and plating. Costs weapon’s total value (including previous tempering, excluding physRI/RU and plating)

Time – School of Magic

Time Freeze (10/sec) – acts as a Hold being called for everything except the caster and his belongings (anything touching him, not people). During this time the caster may do anything that they normally could.

Time Hold (10/sec) – see “Time Freeze”

Toxin – Toxin type covers any herbal, spittle, or natural attacks intended to harm the living. There are Potions, Blade s, and Contacts. See also “Apothecary”

Toxin Shell (6) – spell or potion that blocks next Toxin type attack. See also “Safe,” “Reflect Toxin”

Trade – type of skill creating items, half cost for Tradesman class

Tradesman – class that pays half for trade skills but is weak.

Trample (15) – Claw/weapon damage calls add Massive Knockdown for as long as the user is jogging/running in one direction (slight shifts allowed)

Transform – a latent Formal Magic effect on a spirit that enchants the character with the essence of another creature. When listed on a stat card, the motivation and activation can be found right after the name, the n the stats and description. Other things that trigger transforms will be called by a Plot Marshal. When the transform is active, you disregard all descriptions and stats of your race and take on the new stats of the transform (keeping skills and items). Standard Elemental Transforms can be done for 16 Formal Points

Trap – type for set traps, usually a 3’ radius see also “Trapping”

Trap Spirit (4) – similar to first aid, but keeps a Dead character form having to go to resurrect, see “First Aid” for details

Trapping (1) – skill: for each point (1 per xp) you may create a weapon trap that does 2 damage as normal weapon damage (can be plated as if a weapon) in a 3’ radius. For 6 points you may create a trap to release a specific potion as a contact  in a 3' radius. Net traps may be built to deliver a Physical Ensnare (6 pts), Physical Bind (12 pts), or Physical Stop (21 pts) in a 3’ radius (1.5x spell). All traps may be rebuilt at half former point cost (rounding up) after used, and  traps must have a potion of corresponding type each time used. Some tools required (trapping tools). Requires Arm/Disarm Trap. Cost is 1 gold per 3 pts.

True Magic (1.5x) – hidden ancient school of magic that affects all things by manipulating the essence of magic and the universe (thus True Magic Death would bring an undead, chaos elemental, or death elemental to Dead Status, etc.). Verbal is “True Magic <spell>”

Turn Undead (4) – a Lesser (mindless) Undead will leave Line of Sight of the caster for 1 hour. Dispels all control over the undead for 1 hour (unless another control/create is cast on it)

Turtling – illegal shield usage blocking whole body. See p.5

Two Hand Bludgeon (5) – skill: 2 hand blunt weapons, from 48 in. to 72 in. (truncheon, staff). Deal 4

Two Hand Pole (6) – skill: 2 handed polearms, from 48 in. to 72 in., with a head up to 36 in. (spear, halberd, scythe, glaive). Stick deals 4, blade deals 5

Two Hand Sword (6) – skill: large edged weapons, from 48 in. to 72 in. (great swords). Deal 5

Type – see p.10

Ultralight – a weapon phsyrep built with nonstandard core material to reduce weight. These can only be used to rep weapons that have an Ultralight tag

Unbind (8) – releases the target’s arms (two) from all entrapment, not limited to magic. See also “Free”

Unconscious – at 0 body HP, knocked out, will awaken with 1 HP in 5 minutes, see p.8

Undead – status of existence & type of creature. See p.9

Unensnare (4) – releases target foot (target’s choice if unspecified) from all entrapment, not limited to magic. See also “Free”

Unnatural (magic) – term used for the Natural Magics Drain, Protect, Time, Mind, and Bind

Unsafe – weapon or fighting style that is illegal due to safety and injury concerns. A Hold must be called immediately in unsafe situations, often a Marshal will see to this (but not always)

Unshatterable – item cannot be broken by sudden means (shatter, strength, etc) but will wear out. Also called RU. See also “Indestructible” for more details. If a stat on a monster, this monster’s possessions may not be shattered while on them

Vanish (12) – renders target invisible for 1 minute. May still use any skills. Can be heard, smelled, etc, as well as assumed if attacking. Requires orange headband rather than white

Verbal – see p.10

Voice Charm – specified race feels a compulsion to do as the user says, as per charm

Voice Control – specified race does as the user commands unquestioningly, as per dominate

Wall of Force (8) – creates a magical transparent object with dimensions determined by the caster (must be in whole feet), up to 12 cubic feet. This object cannot be moved or shattered, but can be dispelled. The wall’s dimensions must be outlined somehow before or during its casting. It may not be used to throw creatures against for Magic Tagline damage. Hitting it or being hit against it causes nothing. Arcane/Spirit attacks and weapons can pass through this wall, as may incorporeal creatures, but a corporeal creature wielding an Arcane weapon may only shove it through up to the handle. 10 minutes

Water (2/5) – tagline and elemental school of magic weak to Air and strong against Flame.

Waylay (14) – assassinate critical, physical sleep, see also “Assassinate” and “Sleep”

Weakness (12) – causes a state of stupor and non-movement that lasts for the time spent in rage (Spell 10 min.). Target will not have skills to use, or memory of time spent Weakened. See p.12

Weapon – tag or rep for a physical weapon. Reps must have a Berserkr Safety Approval attached. See also “Boffer,” “Tag,” “Phys Rep”

Weapon Mastery (10) – skill: see “Mastery”

Web (4) – 1 limb (the one hit by packet, called by caster, or selected by opponent, in that order) is trapped as per Entrapping effect. Physical can be cut free (with edged weapon). 10 minutes

Wild Magic – a type of magic that focuses on drawing out random energy to affect random targets with random effects

Wither Limb (10) – causes targeted limb (targets choice if not specified) to wither and become useless for holding or putting pressure on. 10 minutes

Wood – weapon type, weak (-1 dmg, 1 battle, cannot be altered)

Wound (4) – critical, physical . Cured by a Cure , 10 pts of healing, or 1 minute of first aid

XP – see “Experience Points”