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  • ...rshiping any god. They have excellent [[stat|attribute]] growth, but learn skills and gain levels slowly. *'''[[Djinni]] (Dj):''' A spirit of smokeless fire that powers their magic with their own life force. They spontaneously gain spells as they grow inst
    7 KB (1,052 words) - 11:27, 9 February 2024
  • ...also the most versatile of all species - having balanced aptitudes for all skills lets them adapt to use whatever they find.}} ...nd [[Dexterity]] of 8 (before Background modifiers) and have normal base [[magic points]].
    5 KB (753 words) - 21:55, 4 February 2024
  • ...ith earth or poison magic, but are highly skilled with most other forms of magic, especially Air and Charms.}} ...of 10 (before Background modifiers) and have one extra base [[magic points|magic point]].
    2 KB (233 words) - 05:16, 10 September 2022
  • ...ey developed their mental powers, evolving a natural gift for all forms of magic, and adapted physically to their new environment, becoming weaker and losin ...exterity]] of 10 (before Background modifiers). They have two extra base [[magic points]].
    2 KB (277 words) - 21:07, 21 February 2024
  • ...smuters, and are comfortable dabbling in necromantic, poison and elemental magic. As fighters, they are often more dangerous unarmed than armed. They advanc *+4 [[magic resistance]] per level.
    2 KB (282 words) - 13:24, 28 August 2023
  • ...nce to heal, but doing so will gradually deplete their maximum reserves of magic. They are passively able to reduce all incoming damage, and their empathy w ...ften rely on divine assistance for healing. They are most at home with the magic of earth and death, eventually gaining some resistance to the dark powers o
    12 KB (1,800 words) - 15:55, 14 December 2023
  • ...od at using missile weapons. Hill Orcs are passable users of most types of magic and are particularly skilled with Fire. ...nd [[Dexterity]] of 6 (before Background modifiers) and have normal base [[magic points]].
    3 KB (524 words) - 20:11, 14 February 2024
  • ...extrous, but are poor at magic (except for charms, translocations, and air magic). They advance in levels as rapidly as Humans. Halflings cannot wield large ...asion]] and [[stealth]] (beyond just having good aptitudes in the relevant skills).
    4 KB (539 words) - 05:14, 10 September 2022
  • ...th short blades, maces or crossbows, and are comfortable with all forms of magic. They are also very adept at using magical devices. Their small size makes ==Starting Skills and Equipment==
    5 KB (684 words) - 05:22, 17 February 2024
  • ...elemental spells. On the other hand, they are excellent at other forms of magic, and are very good at moving silently and quickly. So great is their speed ...[[Dexterity]] of 10 (before Background modifiers). They have +1 to base [[magic points]].
    8 KB (1,282 words) - 06:52, 19 February 2024
  • ...advance quite slowly in experience levels and are rather sub-par at using magic. Like Nagas, they receive reduced protection from the body armour they wear *+3 [[magic resistance]] per level.
    4 KB (555 words) - 01:12, 2 October 2023
  • ...trong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quic ...9, and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].
    5 KB (788 words) - 03:56, 15 January 2024
  • ...terrible wounds. However, they are hopeless at spellcasting and learn most skills very slowly.}} ...rity]] of 5 (before Background modifiers) and one less base [[magic points|magic point]] than normal.
    7 KB (1,083 words) - 23:50, 13 January 2024
  • ...y good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, M ...xterity]] of 5 (before Background modifiers). They have -1 to their base [[magic points]].
    2 KB (338 words) - 17:51, 21 October 2023
  • ...y armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that ...ck you). Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.
    8 KB (1,232 words) - 14:12, 17 January 2024
  • ...nside, they advance more slowly in experience than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worsh ...Dexterity]] of 9 (before Background modifiers). They have two extra base [[magic points]].
    3 KB (493 words) - 21:57, 16 February 2024
  • ...s slightly slower than Humans, although they are talented at some forms of magic. They learn Invocations especially quickly, although the good gods will not ==Starting Skills and Equipment==
    4 KB (592 words) - 03:02, 15 January 2024
  • ...aws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties. ...[[Dexterity]] of 4 (before Background modifiers). They have normal base [[magic points]].
    5 KB (808 words) - 16:22, 3 March 2024
  • ...nd [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]]. ==Starting Skills and Equipment==
    8 KB (1,216 words) - 16:24, 3 March 2024
  • While fully capable of using speech and most forms of magic, Felids are at a serious disadvantage due to their inability to use armour ...ey are skilled with many forms of magic, though less so with raw elemental magic.
    10 KB (1,568 words) - 13:41, 15 February 2024

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