westmark manual 2015

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2015 Manual Table of Contents Disclaimer 2 History 2 Character Costs 2 Experience Cost and Body Points by Level 3 Costume and Character 3 Coming into Game 3 Character Advancement 3 Character Races/Cultures 4 Asgard 4 Aquilonians 4 Border Kingdom________________________ 4 Brythunians_ 4 Cimmerians ________________ ___________4 Nemedians _________________ __________4 Wood Elves ________ 4 Hyperboreans______________________ ____ 5 Dwarves 5 Faerie 5 Changelings _______ 5 Dryads 5 Character Classes 5 Warrior 5 Rogue 5 Mage 5 Paladin 5 Ranger 5 Theurge 5 Schools of Magic 6 Spell Foci 6 Social Ranks 6 Nobility 6 Yeoman 6 Peasants 6 Knightly Orders 7 Order of Dracos Tereblis 7 Order of the White Flame 7 Order of the Storm Dragon________________7 Order of the Valkur______________________7 Order of the Crimson Blade_______________ 7 Mage Orders 7 Druids 7 Hedge Wizards 7 Witches 7 Brotherhood of Shadows ______ 8 Order of Istus 8 Order of Dracos Noblis 8 Witch Doctors____________________ __ _ _ 8 Order of the Dawn Star___________________8 Order of the Wheel______________________ 8 Order of the Unseen Eye__________________8 Order of Healing Waters 8 Paladinic Orders 8 The Knights of Albus 8 The Knights Hospitaler 9 The Knights of Baphomet 9 The Knights of the Grey Tower___ __ _ ____ 9 Cults 9 Berserker Cult 9

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2015 LARP Manual for Westmark

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Page 1: Westmark Manual 2015

2015 Manual Table of Contents

Disclaimer 2History 2Character Costs 2Experience Cost and Body Points by Level 3Costume and Character 3Coming into Game 3Character Advancement 3Character Races/Cultures 4 Asgard 4 Aquilonians 4 Border Kingdom________________________4 Brythunians_ 4 Cimmerians ________________ ___________4 Nemedians _________________ __________4 Wood Elves ________ 4 Hyperboreans__________________________ 5 Dwarves 5 Faerie 5 Changelings _______ 5 Dryads 5Character Classes 5 Warrior 5 Rogue 5 Mage 5 Paladin 5 Ranger 5 Theurge 5Schools of Magic 6Spell Foci 6Social Ranks 6 Nobility 6 Yeoman 6 Peasants 6Knightly Orders 7 Order of Dracos Tereblis 7 Order of the White Flame 7 Order of the Storm Dragon________________7 Order of the Valkur______________________7 Order of the Crimson Blade_______________ 7Mage Orders 7 Druids 7 Hedge Wizards 7 Witches 7 Brotherhood of Shadows ______ 8 Order of Istus 8 Order of Dracos Noblis 8 Witch Doctors____________________ __ _ _8 Order of the Dawn Star___________________8 Order of the Wheel______________________8 Order of the Unseen Eye__________________8 Order of Healing Waters 8Paladinic Orders 8 The Knights of Albus 8 The Knights Hospitaler 9 The Knights of Baphomet 9

The Knights of the Grey Tower___ __ _ ____9Cults 9 Berserker Cult 9 Merchant Houses 9 Tribal Cults 9 Foudra 9Skill Charts 10Racial Skills 10Enhanced Racial Skills 10Trade Skills 10Scholar Skills 10Magic Skills 11Weapon Skills 11Weapon Attacks _______ 12Rogue Skills 13Special Attacks and Defenses 13Craftsman Skills _______ 13Master Craftsman Skills 13Zero Cost Skills 14Skill Descriptions 14Racial Skills 14Enhanced Racial Skills 17Trade Skills 17Scholar Skills 22Magic Skills 22Weapon Skills 24Rogue Skills 26Weapon Attacks _______ 28Special Attacks and Defenses 28Craftsman Skills _______ 33Armor Smith 34Weapon Smith 36Trap Making 38Potion Making 40Scroll Making 41Alchemy 41Combat 46Magic 50Spell Classifications 52Paths of Magic 55 Blood 55 Curses 56 Darkness 58 Fire 60 Force 62 Glamour 64 Light 66 Moon 67 Nature 69 Sound 71 Spirit 73 Stone 74 Thought 76 Time 78 Warding 80

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- 2 - Water 82 Wind 84Miscellaneous Information 87Terms 90Monster Skills 92Weapon Construction 97Maps__________________________________ __100DISCLAIMER

When you play in an Empire’s Edge game, you are not guaranteed that your character will survive. If in a game your character dies or must leave, then you can either play non-player characters or create a new character.

If you have a problem or a question during game, you may call a hold and get an answer from plot. If you have a problem out-of-game that plot should know about, such as allergies, physical limitations, etcetera, let plot know so that we can work around it. If you have a personal problem that is not plot’s business, then do not bring it in to game. If you are not having fun, then tell plot, and we will try to do something. West mark does reserve the right to refuse admittance to anyone from their events.

Empire’s Edge is made from several game systems, the game is set in a world that is a blend of real world, some fantasy worlds, and plot’s creativity, and the game as a whole is distinctly affected by character creativity. This game is not copy written, nor does anyone expect to be paid or make a financial profit. Game event fees are used to pay for game props [sometimes], site costs, and food for players during events.

HISTORY The Game is set in the village of Efurllung of the Barony of Wormwood, lead by the knight Sir Rickard, under Emil Brookfield, inside the County of Worms. This is the eastern, darker, more sinister half of the Border Kingdoms. Players will play Peasants, Bandits, or Faerie. There will be a few slots open for players to Play nobles under House Vasilli, or Alteisen. Spell casting will be considered highly suspicious, so there will be a very small number of spell casters in the game, and those that play them will have to play them with great care and awareness.

CHARACTER COSTS A new character starts the game with 25 Character Points to buy their initial skills and racial abilities. At

the end of each event, a character receives a number of Experience Points equal to their Character Points. Shorter events produce smaller amounts of experience, and other conditions can modify the amount of experience rewarded, such as work done for game or inclement weather. At the end of each event during check out, a player can purchase additional Character Points with their accrued experience. Players can also turn in silver to gain experience, at a 1:1 ratio.

For example, a player with a first level character at the end of an event gets 25 experience points. He earned 20 experience points helping plot, and he has 2 gold he got during the weekend. His first Character Point costs 5 experience points. His second character point costs 10 experience points for a total of 15 experience points. His third character point cost 15 experience points for a total of 30 experience points. His fourth character point costs 20 experience points for a total of 50 experience points. The player has 45 experience points plus 2 gold (20 experience points), so he may buy 4 character points at the end of the game (45 XP + 5 silver) with 15 silver left over.

The base XP to CP rate increases as the character gains in level. For every 10 CP a character earns, the character increases a level. This increase in level is also accompanied by an increase in Body Points, which is the amount of damage a character can take. The amount of Body Points the character gains depends on their class. On the following page is a table listing the amount of experience points per Character Point and Body Points for each level.

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EXPERIENCE COST AND BODY POINTS BY LEVELCP Level XP to CP W R M PL RN TH

25-34 1 5 10 6 4 8 9 535-44 2 10 13 8 5 10 11 645-54 3 15 16 10 6 12 14 855-64 4 25 19 12 7 14 16 965-74 5 35 22 14 8 16 19 1175-84 6 45 25 16 9 18 21 1285-94 7 55 28 18 10 20 24 1495-104 8 65 31 20 11 22 26 15105-114 9 75 34 22 12 24 29 17115-124 10 85 37 24 13 26 31 18125-134 11 100 40 26 14 28 34 20135-144 12 115 43 28 15 30 36 21145-154 13 130 46 30 16 32 39 23155-164 14 145 49 32 17 34 41 24165-174 15 160 52 34 18 36 44 26175-184 16 175 55 36 19 38 46 27185-194 17 190 58 38 20 40 49 29195-204 18 205 61 40 21 42 51 30205-214 19 220 64 42 22 44 54 32215-224 20 235 67 44 23 46 56 33225-234 21 250 70 46 24 48 59 35235-244 22 265 73 48 25 50 61 36

W=Warrior; R=Rogue; M=Mage; PL=Paladin; RN=Ranger; TH=Theurge

COSTUME AND CHARACTERIn the game, it will help if you wear a costume that reflects your character. Armor must also be worn with

characters that wear armor. Plot will help players during their first game with costuming. For example, Christine is playing Elspith, a healer mage. So she wears a peasant blouse, a long skirt, and a clan sash. As her character wears no armor, she is good to go. Other players and plot will help new players with their costumes as they go through the game. If a player is playing a non-human character, they must have a more complete costume. They must use face paint, prosthetics etc... To show their characters race clearly. No wearing a tee shirt with the words [troll] on it.

COMING INTO GAMEA character begins game with one weapon for each weapon skill he possesses up to a maximum of three

weapons, the armor that is costumed when the player comes into game up to their class maximum, one day’s production in all trade skills the character has using Level I components without a Forge or Lab, and three silver pieces. If a player has an idea or concept for a character that is not covered by the books rules, they can speak with plot and we mat be able to adapt the character to the game. There are further rules for characters, orders, etc. in the plot notes so just ask, we will try to work with you.

CHARACTER ADVANCEMENTStarting at second level, any skill a player wishes to learn except for racial abilities must be learned in

game and from someone who has both that skill and the skill Instructor. A character is allowed to buy any non-italicized skill during first level. Cults and Orders may provide instructors of certain skills to their members. After first level, each level of Trade and Craftsman skills, along with the first Expert Attack and Sneak Attack of each level of Plus Skill and Backstab, requires an instructor. Even after first level you do not need an instructor for the

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- 4 -second through fifth level of Expert Attack and Sneak Attack, or for Mana. At the end of each event, a player may upgrade their skills. They must possess enough free Character Points to purchase the skill. For example, a character wishes to learn the Weapon Skill, Bow. They would need 6 CP free. It may take several events to accumulate the necessary Character Points to purchase the skill. Unlike other games, in Westmark experience points are considered “liquid” and can be used to buy items, alter plot, or given to other players.CHARACTER RACES/CULTURES

There are many races in Empire’s Edge. From the varied humans, to the magical elves, to the crafty dwarves, each has its advantages and disadvantages. Some will only become apparent in game, such as the Pictish necromancer who has trouble making friends at the local tavern, or staying alive for that matter. A player must have an plot approved costume to play a non-human race

AsgardDark and violent, the Northmen tower over the southern races. Asgard are noted warriors, but they do

produce witches, Elementalists, and Necromancers. An Asgard ship coming into sight is cause for concern, it may be as easily a trader or a raider.

Traits- Players must be tall; Players can buy Strength+1, can buy Constitution +, barbaric technology at creation, Players may not start as members of Noble Orders. Starting language: AsgardAquilonians

Symbol of might in the Hyborian Age, Aquilonia with her legendary armies of Bossonian archers, Gunderland pikemen and Poitanian knights, wields indisputably the supreme military power of the Western world. More than any other kingdom, however, Aquilonia lies surrounded by grim and unrelenting enemies.

Traits: Can be any class. Nobles must be sworn to a either a House or an Order. Yeomen tend to be crafters or producers, and often serve in their lord’s forces. Starting language: Aquilonian. Border KingdomServing as a buffer state between Nemedia and Brythunia and the more savage people of the north, the Border Kingdom was probably the last Hyborian nation to be founded. The country also served as a trade route for merchants trying to avoid the strict taxes of Nemedia. It is considered a sad wilderness with deserted, disconsolate marshlands.

Traits- Can be any class though they tend to be a little unsavory. Starting language: AquilonianBrythunians

The land of plains and horse, the Brythunians have become a culture of hunters and farmers, ranging their wide, flat lands ahorse and unfettered. The Brythunian army carries forward this heritage with a large contingent of disciplined cavalry regiments. Still, Brythunia is split and scattered into small, widely dispersed fiefdoms.

May belong to barbarian cults. Can buy natural armor. May be alchemists. Brythunian spell casters may be hedge mages, Elementalists, necromancers, and witch doctors. Starting language: BrythunianCimmerians

Grim. Moody. Grey skied, the land of Crom amid hills and mountains. A warrior race, the Cimmerians are descendants of ancient Atlantis and only slowly coming again into the ways of civilization after contact with the Hyborian kingdoms. In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland and few are the invading Aquilonian, Pictish, or Nordheim warriors who return from that grey land. A legacy of hatred runs strong amongst Cimmerians for their long time enemies, the Picts.

Traits: Can join barbarian cults, can buy natural armor, resist poison, and resist path. Cimmerian spell casters must be druids or witches, tending towards being female. May have better chances at achieving higher ranking weapon smithing skills. Starting language: CimmerianNemedians

Nemedia, the central pillar of Hyborian culture and civilization, stands ever in defiance to their habitual foes, mighty Aquilonia. The gleaming Nemedian knights are rightly proud for their army which is as diverse as it is deadly.

Traits: May achieve higher level skills in armor smithing. May be mages of orders and may also belong to noble orders. Starting language: NemedianWood Elves

These elves take their duties and their borders seriously. Silent and invisible guardians, these elves bear no trespass and any slight will be answered with swift arrows. Close to nature and closer to their forests these Elves are honorable and sincere and share a kinship with the Druids.

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- 5 - Traits: Half cost Bow skill. Can buy Natural Conceal and Commune with Nature. Wood Elf mages can

only be Druids. Starting Language: Elvin.

HyperboreansHyperboreans tend to be tall, gaunt, and pale, with tawny hair and green or grey eyes. They are also

known to be a hardy people, having to scrape for their existence from the unforgiving cold of their land. Hyperborean mages are known to be amongst the most powerful in Hyboria, second only to those of Stygia.Dwarves

Sturdy and cunning, the race of dwarves has recently reappeared in the world, after having either crossed over into the Faerie lands or gone deep into the Underdark. The dwarves are master smiths, making some of the best weapons and armor in all the lands.

Traits: -1 CP to all Smith skills, Can buy Constitution+. Dwarven movement is always considered lightly encumbered and can not run. Dwarven spell casters can only be Spiritualists or Elementalists. Starting Language: Dwarven.Faerie

All Faerie can buy Natural Conceal, Magical Glamour Effects, and Resist Glamour up to Immune. Faerie also take double damage from iron weapons, and may not use iron weapons or armor. Starting language:FaerieChangelings

The creations of the Elves through magical experimentation, Changelings are born to lives of servitude and drudgery. Some have escaped their Unseleigh bonds and found freedom, but remain resentful of their former masters and have a long trained resistance to their tricks and charms. Changelings all have distinguishing marks: tails, whiskers, animal ears, strange glowing eyes, oddly colored hair and skin, amongst many others.

Traits: Faerie. Can buy Flee, and must have a visible Changeling Mark. Starting Language: Faerie.Dryads

These spirits of nature are manifestations of the forest itself. Beautiful women of the woods, these Faerie are closely tied to their trees and defend them with their very lives.

Traits: Faerie. Can buy Magical Nature Effects and Commune with Nature. Must be in contact with their tree once every 24 hours, will take a death with the destruction of their tree. Starting Language: Faerie.

CHARACTER CLASSESIn this fantasy world, you must create a persona with a skill set and characteristics. Your class is like a

career concentration. While your choice in class does not restrict the skills you have access to, it does make certain skills easier to learn and other skills more difficult to learn. Warriors

These are the fighters and soldiers. Weapons are easiest for them to learn, but magic is difficult, though not impossible. They have the most Body Points, and they can wear the most armor unless otherwise restricted, up to 45 points. Rogues

These are the thieves, scouts, and assassins. They can easily learn to set and create traps, or how to brew poisons with alchemy. Assassination and backstabbing are their preferred combat methods. Rogues may wear up to 25 points of armor. Mages

Magic is the realm of Mages. They can easily learn new paths of magic, and magical energy called Mana is easiest for them to accumulate and manipulate. Weapons, however, are difficult to master, and mages do not wear armor. Mages with Natural Armor can have up to 20 points. Paladins

These “enlightened warriors” are warrior mages. Weapons are slightly more difficult for them to learn than Warriors, and magic is a little more difficult for Paladins than it is for Mages. They may wear up to 30 points of armor since they wield both blade and spell to achieve their goals.

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- 6 - Rangers

This class is the warrior rogues. Not quite a fighter, nor a thief, Rangers hold no lofty ideals about how they win a fight, so long as they win. The arts of stealth and swordplay are both quite important to Rangers, given their roles as scouts and covert warriors. Rangers may wear up to 35 points of armor. Theurge

A Theurge is a mage rogue. They are dabblers in both magic and stealth. Quick and sly, this class can quite often become powerful while remaining discreet. Theurges may wear up to 20 points of armor.

SCHOOLS OF MAGICA spell caster may start as a member of a school of magic. It will be easier to gain paths of magic and

new spells in your school. Each school may have rules for it’s’ members. There are many other schools of magic. These are most known. See Plot for more information. Druidic School: One element, Nature, Curses, and Spirit. Hedge School: Any Two Paths, as permitted by Plot. Witches:

o School of Twilight: Spirit, Curses, and Darkness.o Handmaidens of Nature: Spirit, Curses, and Nature.o Bruja: Spirit, Curses, and Blood.

Witch Doctors: Must be theurge. Nature, Curses, and Spirit. School of Shadows: Blood, Curses, Darkness, Glamour. Aquilonian:

o School of Istus: Spirit, Force, Warding, and Glamour.o School of Dracos Nobilis: Glamour, Force, Time, and Warding.o School of Albus: Spirit and Warding.o Hospitaler School: Spirit and Force.o School of Baphomet: Blood, Curses, and Darkness.

Nemedian:o Order of the Dawn Star: Time, Force, Warding, Glamour.o Order of the Wheel: Fire, Water, Wind, Earth.

Hyperboreano Gray Tower: Force, Spirito Order of the Healing Waters: Glamour, Spirit, Warding, Water

SPELL FOCIFor a spell caster to cast a spell they must have an appropriate spell focus. The simplest type of focus is a

medallion. At the start of a character’s career the will be given a single path Medallion for each path of magic they can use. Spell foci come in three types: Medallion, Item, and Ring.

A medallion is a 3” disc with the correct symbol etched into it. The caster must touch the medallion while incanting, taking up one hand.

An item focus can be placed on any item (shield, sword, staff, etc). If a weapon is used, the spell or natural effect may be delivered through the weapon. By spending one mana or half a character point of an imbued damage effect, a caster may change their attack to another carrier effect, fire, ice, stone, spirit, and etcetera.

A ring focus requires no hand to be used for the spell; the player may use the hand for other things for example holding a shield or a weapon.SOCIAL RANKS

Rank has its privileges, but it also has its requirements. Aquilonia and Nemedia are both much striated societies. Players may wish to be of noble birth. Here are the requirements. Nobility

These are those who rule. Knights, Barons, Counts, and Kings must be of noble birth in almost all circumstances. Nobles are required to study and master their skill at arms or magic. Nobles must not perform trade craft or commerce. The exceptions are for mages to harvest components, for scroll or potion production. Warriors are allowed to learn Tracker or Armor Smith 1. They are not to earn money or a wage by these skills. Noble warriors are to be members of an order of knights and to gain reputation in their order. Yeomen

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- 7 - The freemen are the backbone of the kingdom. They serve in the armies and as the small holders, crafters,

bailiffs, and village sages. Yeomen are protected by the right of trial and have the right to own land and to travel. Only Yeomen sworn to a liege may carry a sword. Peasants

The folk of the land, peasants do the Kingdom’s grunt work. Peasants do not own land or have the right to trial. Peasants only advantage is that they are mostly forgotten by the nobility. They do enjoy a general sense of protection in that if the village is wiped out there is no one in the fields doing the work. Peasants can be quite powerful as assassins, witches, hedge mages, and alchemists, but must not flaunt their power to survive the Nobles.KNIGHTLY ORDERSAll orders, cults and groups have information they consider secret property. Teaching secret property is considered a killing offense.Aquilonian: Order of Dracos Terriblis

The Knightly Order of Dracos Terriblis has always been at the fore of Aquilonian armies in the field. The Knights are often officers in charge of yeoman footmen, or the main component of cavalry units.

Pre-requisites: Noble Aquilonian. Long sword and shield. Must buy Death Strike and Parry by third level. Order of the White Flame

This is a junior order of the Knights of Albus. This order was produced as a direct result of the incursions of Necromancers. Their Order is made of warriors dedicated to wiping out undead and practitioners of the Dark Arts.

Pre-requisites: Noble or Yeoman Warrior. May have no dealings with a Mage who practices Paths of Darkness, Blood, or Curses.

Traits: Can buy Magical Spirit Effects.Nemedian:

Order of the Storm DragonThose of the Order of the Storm Dragon are keepers of castles. For centuries they have been at war with

the Aquilonians. They are heavy warriors who wear lots of extra armor, and make it a point to disrupt all Aquilonian nobles. By 3rd level, they must have sword, shield, wear extra armor, death strike, and parry.

Order of the ValkurThe Valkur are light cavalry by tradition, fighting in large amounts and drowning their enemies in their

numbers. They have been in opposition with the Brythunians for centuries. By 3rd level, must have sword, shield, death strike, and parry.Hyperborean:

Order of the Crimson BladeThe Knightly Order of the Crimson Blade is the backbone of the Hyperborean armies. Crimson Blade

knights often serve as officers in charge of serf footmen, or as the main component of cavalry units.The Order’s banner is a red sword held aloft by a white right hand against a blue background.Pre Requisites: Noble Hyperborean. Long Sword and Shield. Must buy Death Strike by third level.

MAGE ORDERSDruids

Country mages from the peasant stock, the druids have a particular affinity for nature, and they are closer to the Faerie than other humans. Druids are the only mages who accept Faerie amongst their ranks. Druids are greatly respected by the peasantry and yeomen. As an order, Druids show an affinity for the ability to commune with natural spirits.

Pre-requisites: May not be Noble. Must be Cimmerians, Wood Elf, Faerie, or Bossonian. Traits: Druidic School. Can buy Commune with Spirit and Commune with Nature, Eidetic Memory, and

Empathy, May pick cult bonus skills. Starting Languages: Racial plus Druidic. Hedge Wizards

They are peasant practitioners of magic. They usually come by their magical skills either through the theft or inheritance of magical works. Hedge mages spend most of their existence operating hand to mouth, as they remain fiercely independent, and it is rare that they ever swear fealty to any order or group. Hedge mages are typically the wise men or shaman of smaller villages.

Pre-requisites: May not be Noble.

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- 8 -Traits: Hedge School.

WitchesWise women and healers, it is common for any village to have one older woman who lives alone. Often

these are one of the Sisters of Twilight. They function in many villages as aid in the birth, healing, and burial of the members of their village. The Sisters are known by their wearing of black, and for their ability to invoke terrible curses upon those who would excessively oppress the peasantry. It can be noted that on rare occasions, noble women have also been members of this order.

Pre-requisites: Female only.Traits: Includes the orders of School of Twilight, Hand Maidens of Nature, and Bruja.

Brotherhood of Shadows Dark and secretive, this is a confederation of necromancers, rogue mages, and conjurers without

conscience. Members of this order normally operate individually, but will trade spells and information with each other grudgingly. This order often works with the Knights of Baphomet, with a high level member of the order having a couple Squires of the Knights working under him, or a lower level member serving as the house mage of a Lord of Baphomet.

Traits: School of Shadows. Starting Languages: Racial plus Dark Tongue.Order of Istus

The Order of Istus are the Aquilonian healing mages, also known as the White Mages. Royally sponsored, this order accepts both members of the nobility and from the yeoman group. These mages are not often seen at the front of battle, but provide great aid and comfort from the rear echelon.

Pre-requisites: Aquilonian. Member of a Chapter House. Read/Write.Traits: School of Istus.

Order of Dracos Noblis The Order of the Noble Dragon is a line of mages of noble birth. All mages of this order surrender their

right to command in order that they may serve as advisors to nobility and rulers. These mages also have a long history of riding off to war with the knights. They are always of Aquilonian noble descent, and trained in the use of the sword in addition to their magic.

Pre-requisites: Noble Aquilonian from the Central provinces. Must wear a long sword.Witch Doctors

These barbaric spell casters gather magic as they may. They are usually magical defenders of their village or clan, particularly from spirits. They also have a strong distaste for witches, who are usually responsible for their spiritual problems and ailments.

Prerequisites: Must be theurges from barbaric tribes. Can buy commune with spirits.Order of the Dawn Star

Order of noble mages, generally reclusive and secretive in their nature. They spend long hours studying in private, mastering magic through research.

Prerequisites: Must be Nemedian noble. Must buy read/write. Can buy divination.Order of the Wheel

A lesser order of mages focusing on the control of elemental power. Nemedian alchemists, may buy high magic, may be of common stock. May buy summoning., May buy read/write Acheronian

Prerequisites: Must be Nemedian. Order of the Unseen Eye

The Unseen Eye is an order of enchanters who claim to have more knowledge than all others. They commonly speak of seeing things that others do not.

Prerequisites: Must have read/write. Can buy High magic enchantment.Order of the Healing Waters

The mages of the Order of the Healing Waters are the healers of Hyperborea. The Order accepts members from both the nobility and the serfs, though those who come from the nobility tend to be lesser members of their houses. The Order of the Healing Waters is also known for its members’ abilities to commune with the dead and see into the future.

The Order’s banner is a blue spring of water rushing forth from a black stone against a white background.Pre-requisites: Hyperborean. Can buy Commune with Spirit. Must buy either High Magic Divination or

High Magic Resurrection by third level.

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PALADINIC ORDERS The Knights of Albus

Defenders against the darkness, the Knights of Albus are all dedicated to fighting the incursion of undead and necromancy throughout the realms. The Knights of Albus actively seek out reports of undead and then thoroughly hunt down those that prove to be more than mere rumor. The Knights follow the precepts laid down by their founder, Saint Albus, who is renowned for having slain the Undead King Mausolus. Commoners are welcome amongst their ranks, seeing as their founder came from common blood himself.

Traits: School of Albus. The Knights Hospitaler

The Hospitalers are protectors of the king’s castles and roadways, founded to make the roads safer for merchants and pilgrims. The order quickly exceeded expectations, nearly eliminating banditry along the main roads of the realms. The Grand Knight of the Order sits on the Grand Council.

Traits: Hospitaler School. The Knights of Baphomet

The Knights of Baphomet are the antithesis of typical Paladinic orders. Members of this order usually start out as minions to a dark power, but many have often achieved the status of evil lords themselves. Also known as the Fallen Ones, the Knights of Baphomet often includes disgraced knights of other orders. Undead are also not a rarity in their ranks. Many members of the order have commune with spirit, and it is often used to delve for more power from otherworldly sources.

Traits: School of Baphomet. Can buy Commune with Spirit. Starting Languages: Racial plus Dark Tongue.

Knights of the Grey TowerThe Knights of the Grey Tower are charged with the defense and maintenance of Hyperborean’s castles

and roads. The order is particularly well known for its highly skilled architects, who claim their descent from the original castle builders of Hyboria. Since most of their houses do not allow members of the Order of the Healing Waters to dwell in their keeps, they also typically act as medics for most of the noble houses.

The Order’s banner is a grey tower with three crenellations against a split white over green background.Pre Requisites: HyperboreanSchool of the Grey Tower: Force, Spirit

CULTS

Berserker Cults The berserker cults exult the Warrior above all others. Through physical prowess and sheer violence,

members of the berserker cults gain status as leaders amongst fighters. The berserker cults tend to be suspicious of all magic but Path of Spirit.

Pre-requisites: Must be Barbarian. Must be non-spell caster and carry a suspicion of magic users.Traits: Can buy Battle Rage. May buy natural Armor, Can only wear one quarter maximum armor.

Merchant Houses Merchant houses control the trade across Aquilonia. Members of merchant houses have contacts

throughout the lands and are able to get information quickly and, generally, accurately through these contacts. Merchant houses run caravans between the cities, but never without at least 30 gold worth of trade goods, and their destination city is always chosen before departure. Many merchant houses also bribe bandit leaders to allow their goods to travel unmolested, and often to attack the caravans of rival merchant houses.

Pre-requisites: 5th level Merchant. Tribal Cults

In many of the Pictish tribes there are cults to the totem spirits, great heroes, and secret knowledge. Members can be from differing tribes, but must keep their societies laws as well as the laws of their tribe. Even “civilized” Barbarians may still belong to some of these societies Foudra

An ancient order of assassins who served the kings and nobles of Aquilonia, the Foudra is said to be still working for some of the nobility in the kingdom, though they were outlawed by King Casmir I. The most widely known symbol of the Foudra is a pair of lightning bolts.

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- 10 -Traits: Can buy Foudra Thieves Cant, and if Rogue with no other Thieves Cants,.

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Skill ChartsRACIAL SKILLS

Skill Cost PrerequisiteBattle Rage 5 Barbarian Cults, Monsters,Commune with Nature 4 Druids, Wood Elves, DryadsCommune with Spirit 1 NoneCommune with Spirits 3 Commune with Nature or Commune with SpiritEidetic Memory 0 DruidsEmpathy 0 DruidsFlee 4 ChangelingsKeen Senses 0 Faerie, Some othersNatural Armor 1/4 Some Cults and OrdersNatural Conceal 3 Wood Elves, FaerieMagical [Effect] 1/2 Spell Level Faerie, Some Cults and OrdersResist Disease 2 DrowImmunity to Disease 2 Resist Disease x2Resist [Path] 3 Faerie, CimmeriansImmunity to [Path] 3 Resist Path x2Resist Magic 8 DrowResist Poison 5 Cimmerians, Drow+ Strength 10 Monsters, Asgard+ Constitution 9 Monsters, Asgard, Dwarves

ENHANCED RACIAL SKILLSSkill Cost PrerequisiteCapture Magic 8 DrowControl Rage 5 Battle RageBlood Rage 7 Control RageImmunity to Magic 8 Resist Magic x2Immunity to Poison 5 Resist Poison x2Advanced Wear Extra Armor 1 Wear Extra ArmorRepair Natural Armor 3 Natural Armor

TRADE SKILLSSkill Levels W R M PL RN THTrade Skill [Other] 1-10 2 2 2 2 2 2Forester 1-10 2 2 2 2 2 2Furrier/Tanner 1-10 2 2 2 2 2 2Gem Cutter/Jeweler 1-10 2 2 2 2 2 2Herbalist 1-10 2 2 2 2 2 2Masseur/Masseuse 1-10 2 2 2 2 2 2Merchant/Trader 1-10 2 2 2 2 2 2Miner 1-10 2 2 2 2 2 2Porter 1-10 2 2 2 2 2 2Tracker 1-10 2 2 2 2 2 2Legend Lore 1-10 2 2 2 2 2 2Tattooist 1-10 2 2 2 2 2 2

SCHOLAR SKILLSSkill W R M PL RN TH PrerequisitesAstrology 3 3 3 3 3 3Estimate Value 3 3 3 3 3 3First Aid 3 3 3 3 3 3Instruction 3 3 3 3 3 3Poison Lore 6 3 4 5 3 4 Read & WriteRead & Write 3 3 3 3 3 3Scholar [Area] 3 3 3 3 3 3 Read & WriteMaster Scholar 15 15 15 15 15 15 Read & WriteSpeak Language 1 1 1 1 1 1Polyglot 9 9 9 9 9 9

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Meditation 3 3 3 3 3 3

MAGIC SKILLSSkill W R M PL RN TH PrerequisitesIn School Path 5 4 2 3 5 3Out of School Path 10 8 4 6 10 6Magic Mastery 50 45 30 38 45 35CP per Mana 1-50 2 1 ½ ½ 2 ½ Spell PathCP per Mana 51+ 3 2 ½ 1 2 1 50 ManaControl Magic 12 9 6 9 10 7 50 ManaSpell Surge 12 9 5 7 10 7 Control MagicSpell Blast 12 9 5 7 10 7 Control MagicRead Magic 6 6 4 5 6 5 Read & WriteComprehend Magic 10 8 6 7 9 7 Read MagicUmbral Perception 5 6 3 4 6 4Umbral Projection 7 8 5 6 8 6 Umbral PerceptionUmbral Combat 5 6 3 4 6 5 Umbral Projection

WEAPON SKILLSSkill Damage W R M PL RN TH PrerequisitesNon-weapon 1 pt 0 0 0 0 0 0*Brawling 1 pt 1 1 2 1 1 2Small Weapon/Thrown 1 pt 2 2 2 2 2 2Short Weapon/Thrown 2 pts 2 2 4 3 2 2Long Weapon/Thrown 3 pts 3 4 5 4 4 5*Two-Handed Weapon 4 pts 4 5 6 5 5 6*Great Weapon 5 pts 5 6 7 6 6 7Sling +1 pts 3 4 5 4 4 5Atl-atl +2 pts 3 4 5 4 4 5 JavelinBow 6 pts 6 10 15 12 8 13Crossbow 3 & 10 pts 5 9 15 12 7 12All Small Weapons 4 4 6 5 4 5All Thrown Weapons 4 6 8 6 5 6Master Weapon Set 8 10 14 10 8 12One-Handed Master 9 11 15 11 10 13Two-Handed Master 12 14 18 14 13 16Melee Master 15 18 20 18 16 19Ranged Master 12 15 18 15 13 16Grand Master 30 40 50 40 35 45*Shield (Weapon) 3 points 5 10 15 7 7 12Florentine Style 3 3 6 4 3 4 Weapon SkillTwo Weapon Style 2 2 3 3 2 3 Florentine StyleBlades Style 2 2 3 3 2 3 Two Weapon StyleStyle Mastery 10 15 25 15 12 20 Weapon SkillBlind Fighting 3 3 6 4 3 5Underwater Combat 3 3 6 4 3 5 Weapon SkillOne-Handed Block 4 6 8 6 4 8 Two-Hand Weapon*One-Handed Damage 4 6 8 6 4 8 One-Handed BlockTwo-Handed Damage 4 6 8 6 5 7 One-Handed

Weapon*Three-Handed Fighting 4 6 8 6 5 7Wear Extra Armor 1 2 4 2 2 3Field Repair 1-10 1 2 4 2 2 3 Requires approval of a Safety Marshal for a player to use.

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WEAPON ATTACKSSkill Levels W R M PL RN TH PrerequisitesExpert Attack +1 1-5 1 2 3 1 1 2 Weapon SkillExpert Attack +1 6-9 1 1 2 1 1 1 Expert Attack +1 x5Skill +1 1 1 2 1 1 1 Expert Attack +1 x9Expert Attack +2 1-5 1 3 3 1 1 3 Skill +1Expert Attack +2 6-9 1 1 2 1 1 1 Expert Attack +2 x5Skill +2 1 1 2 1 1 1 Expert Attack +2 x9Expert Attack +3 & up 1-5 1 4 3 2 2 4 Skill +2Expert Attack +3 & up 6-9 1 1 2 1 1 1 Expert Attack +3 x5Skill +3 & up 1 1 2 1 1 1 Expert Attack +3 x9Master E.A. +1 1-5 2 3 6 2 2 4 Master Weapon SkillMaster E.A. +1 6-9 1 1 2 1 1 1 Master E.A. +1 x5Master Skill +1 1 1 2 1 1 1 Master E.A. +1 x9Master E.A. +2 1-5 2 4 6 3 3 5 Master Skill +1Master E.A. +2 6-9 1 1 2 1 1 1 Master E.A. +2 x5Master Skill +2 1 1 2 1 1 1 Master E.A. +2 x9Master E.A. +3 & up 1-5 2 5 6 4 3 6 Master Skill +2Master E.A. +3 & up 6-9 1 1 2 1 1 1 Master E.A. +3 x5Master Skill +3 & up 1 1 2 1 1 1 Master E.A. +3 x9Grand Master E.A. +1 1-5 3 4 9 3 3 6 Grand MasterGrand Master E.A. +1 6-9 1 1 3 1 1 1 Grand Master E.A. +1 x5Grand Master Skill +1 1 1 3 1 1 1 Grand Master E.A. +1 x9Grand Master E.A. +2 1-5 3 5 9 4 4 7 Grand Master Skill +1Grand Master E.A. +2 6-9 1 1 3 1 1 1 Grand Master E.A. +2 x5Grand Master Skill +2 1 1 3 1 1 1 Grand Master E.A. +2 x9Grand Master E.A. +3 & up 1-5 3 6 9 5 4 8 Grand Master Skill +2Grand Master E.A. +3 & up 6-9 1 1 3 1 1 1 Grand Master E.A. +3 x5Grand Master Skill +3 & up 1 1 3 1 1 1 Grand Master E.A. +3 x9Sneak Attack +2 1-5 2 1 3 2 1 1 Weapon SkillSneak Attack +2 6-9 1 1 2 1 1 1 Weapon SkillBackstab +2 1 1 2 1 1 1 Sneak Attack +2 x5Sneak Attack +4 & up 1-5 3 1 3 3 1 1 Backstab +2Sneak Attack +4 & up 6-9 1 1 2 1 1 1 Backstab +2Backstab +4 & up 1 1 2 1 1 1 Sneak Attack +4 x5Master S.A. +2 1-5 4 2 6 4 2 2 Master Weapon SkillMaster S.A. +2 6-9 1 1 2 1 1 1 Master S.A. +2 x5Master Backstab +2 1 1 2 1 1 1 Master S.A. +2 x9Master S.A. +4 & up 1-5 4 2 6 5 3 3 Master Backstab +2Master S.A. +4 & up 6-9 1 1 2 1 1 1 Master S.A. +4 x5Master Backstab +4 & up 1 1 2 1 1 1 Master S.A. +4 x9Grand Master S.A. +2 1-5 5 2 9 6 3 4 Grand MasterGrand Master S.A. +2 6-9 1 1 3 1 1 1 Grand Master S.A. +2 x5Grand Master Backstab +2 1 1 3 1 1 1 Grand Master S.A. +2 x9Grand Master S.A. +4 & up 1-5 6 3 9 7 4 5 Grand Master Backstab +2Grand Master S.A. +4 & up 6-9 1 1 3 1 1 1 Grand Master S.A. +4 x5Grand Master Backstab +4 & up 1 1 3 1 1 1 Grand Master S.A. +4 x9

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ROGUE SKILLSSkill Levels W R M PL RN TH PrerequisitesDisable Device 1-10 5 3 5 5 4 4Alertness 4 3 6 5 3 4Pick Pockets 1-10 3 2 3 4 2 2Escape Bonds 8 4 8 8 6 6Hide 6 4 8 8 5 6Hide Others 6 4 8 8 5 6 HideSurprise 6 3 8 7 4 5 HideWaylay 12 6 12 12 9 9 Weapon SkillShhh 4 2 5 5 2 3 Waylay

SPECIAL ATTACKS & DEFENSESSkill W R M PL RN TH PrerequisitesBreak Weapon 4 5 8 5 5 7 Skill +1Capture Weapon/Limb 2 3 5 3 2 4 Skill +1Critical Strike 2 3 5 3 3 4 Skill +1Deaden Limb 2 3 5 3 3 4 Skill +1Deflect 2 3 5 3 3 4 Skill +1Disarm 2 3 5 3 2 4 Skill +1Greater Disarm 4 5 7 4 4 6 DisarmFeint 2 3 5 3 3 4 Skill +1Knock Back 2 3 5 3 3 4 Skill +1Pierce 2 3 5 3 3 4 Skill +1Trip 3 3 5 4 3 4 Skill +1Weapon Ward 1 1 5 2 1 3 Skill +1Death Strike 7 10 13 10 9 12 Skill +2Evade 10 5 10 10 8 8 Skill +2Execute 8 5 10 10 7 8 Skill +2Parry 3 5 7 4 4 6 Skill +2Sever/Maim 5 8 10 7 7 9 Skill +2Spell Block 5 6 10 6 5 9 Skill +2Ricochet 7 8 12 8 7 10 Spell BlockStun 6 8 11 8 7 10 Skill +2Breach Armor 5 8 10 7 7 9 Skill +3Deflect Missile Weapon 3 5 7 4 4 6 Skill +3Chi 3 4 7 4 4 6 Skill +4Riposte 5 7 10 7 6 10 Skill +4, ParryFrenzy 7 12 15 11 10 14 Skill +5Catch 2 3 5 3 2 5

CRAFTSMAN SKILLSSkill Levels W R M PL RN TH PrerequisitesArmor Smith 1-10 2 3 4 2 2 3Weapon Smith 1-10 2 3 4 2 2 3Trap Making 1-10 5 2 3 4 3 3Potion Making 1-10 5 4 2 3 5 3 Read & WriteScroll Making 1-10 5 4 2 3 5 3 Read & WriteAlchemy 1-10 5 2 3 4 3 2 Poison Lore

MASTER CRAFTSMAN SKILLSSkill Levels W R M PL RN TH PrerequisitesArmor Smith 11-15 3 4 5 4 4 5 Armor Smith 10Weapon Smith 11-15 3 4 5 4 4 5 Weapon Smith 10Trap Making 11-15 6 3 4 5 4 4 Trap Making 10Potion Making 11-15 6 5 3 4 6 4 Potion Making 10Scroll Making 11-15 6 5 3 4 6 4 Scroll Making 10

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Alchemy 11-15 6 3 4 5 4 4 Alchemy 10

ZERO COST SKILLSSkill PrerequisitesResistant Armor Armor Smith 11Elven Armor Armor Smith 12Master Crafted Elven Armor Armor Smith 13Acheronian Armor Armor Smith 14Master Crafted Acheronian Armor Armor Smith 15Silvered Weapon Weapon SmithPilum Weapon SmithLimited Weapon of Quality Weapon Smith 11Limited Master Crafted Weapon Smith 12Venom Weapon Weapon Smith 13Weapon of Quality Weapon Smith 14Exceptional Weapon of Quality Weapon Smith 15Master Crafted Weapon Weapon Smith 15Compound [Armor/Weapon] [Armor/Weapon] Smith 15Enchantable [Armor/Weapon] [Armor/Weapon] Smith 15Enhanced Scrolls Scroll Making 15Enhanced Alchemies Alchemy 15High Magic 50 Mana or Magic MasteryField Resurrect Path of Spirit, High Magic ResurrectionResurrect Path of Spirit, High Magic Resurrection

Skill Descriptions

RACIAL SKILLSRacial skills are those skills which a character has an innate talent for due to their race. These skills can

be bought without an instructor, so long as the prerequisites are met and the character has the available character points. Battle Rage

This ability transforms the character into a savage fighter who feels neither pain nor fear, and lusts for battle. Once this ability is activated, the character gains +2 to damage on all weapons from the strength of his attacks, gains +10 Stamina to fuel his special attacks, and 10 body points. He is also immune to Fear effects. However, the character’s judgment is clouded by his rage and any character will be a target, except those that are recognized as part of his clan. Opponents are considered to be any conscious creature nearby. A character under this effect may still strike an opponent he watched fall for no apparent reason. When this ability has run its course, the character falls to 0 body regardless of his condition for 10 minutes, unless already at -1 body. All body enhancing spells or effects end at this time, including AID and EMPOWER. This ability is usable once per day for each time the skill is purchased. This ability is activated by announcing “Battle Rage!” Commune with Nature

This ability allows the character to achieve an altered state of consciousness, in which they are aware of the bio-systems of the environment around them. The character will become aware natural or unnatural influences on the environment, such as a large number of powerful undead, faerie creatures, world magics, or a new in-flux of natural creatures. Note this will give general locations, not exact coordinates. The larger an area that is covered, the more time is needed to be spent in meditation. Commune with Spirit

This skill allows a character to communicate with a single spirit or power. Each communing operates under unique requirements. This skill does not confer a favorable response or guarantee the safety of the communer. A communer may actually be attacked and harmed by the spirit or possessed by the spirit. This is not a safe skill!

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Commune with Spirits This skill allows the character to discover a method of communication with multiple spirits or powers.

Each communing operates under unique requirements. This skill does not infer a favorable response or guarantee the safety of the communer. A communer may actually be attacked by the spirit and harmed or possessed by the spirit. Research will improve the chance of a favorable response to a communing. While a simple direct communing can be done it is even more dangerous. Eidetic Memory

This ability allows the character to retain long strings of information without physically recording it. This skill will act as Read & Write for many Prerequisites. The following are notable exceptions: Scroll Making and Comprehend Magic. See Plot for more information. Empathy

This ability allows the character to communicate on a basic level. This is not a speak-with-creature ability. Characters with this ability will be able to better understand the behavior and reactions of the creatures to which they are attuned. This will detect urges and emotions. This does not allow the character to directly communicate with the creature. Finally, the character will not be attacked by the creature unless the character begins the combat or the creature is controlled or trained and under orders to attack. Flee

This ability allows the character to escape combat by running at an increased rate of speed away from the battle. This ability requires a 3 count during which the character is vulnerable to attack. To return to the area of the combat, the character must spend 3 minutes in game to return. This skill may also be used to double the speed the character may normally travel for one trip per use of the skill. This skill may be used once per day for each time purchased. Keen Senses

Certain Faerie and other races have access to keen senses which enhance their ability to interact with the world around them. Keen Scent will allow a character to detect, but not identify, poisons in food and drinks with a 10 count, and add 2 successes to a tracking pick. Keen Sight will allow a character to see things farther away, or closer things in detail, with a 10 count, and add 1 success to a tracking pick. Keen hearing allows a character to go out of game and listen to a line of sight conversation. This does NOT give the character the ability to understand what is said. See Plot to see what races have access to this skill. Magical [Effect]

Magical Effects act as spells and can go through normal shields. Characters of appropriate race or those that are imbued with the ability to obtain Magical Spell Effects may purchase Spell Effects at one-half CP per level of spell. Players must spend 1 full CP if they wish to purchase a Spell Effect. 1 CP may purchase 2 first level spells or may use one-half of the CP to help purchase another Spell Effect that would cost 3.5 CP, for example, such as the 7th-level Regenerate. These spells are cast as magical spells and are not blocked by shields. The call is announced “Magical [Effect],” such as “Magical Renew.” A weapon with appropriate spell foci may be used to strike a magical spell effect. Natural Armor

This ability means that the character possesses a natural ability to avoid damage. Natural Armor acts like man-made armor, protecting the character from a specified amount of damage. Once the Natural Armor takes damage equal to its rating, all subsequent damage is taken as Body damage. A characters’ Natural Armor is healed 3 times as fast as Body points. If a character with Natural Armor and full body is healed for 6 pts of damage the character receives 18 pts of Natural Armor. Natural Armor may not be healed until the character is at full body. Natural Armor may not be repaired like man-made armor. This type armor is never breached. If the character has enough Natural Armor left to absorb all the damage of a Waylay, the Waylay has no effect except damage. Also Natural Armor will protect a character from the effects of weapon delivered contact poison, so long as the character has enough Natural Armor to absorb all the damage from the weapon. The Maximum value of a character’s natural armor is limited by the character’s class, but can be enhanced with the skill Wear Extra Armor. Natural Conceal

This ability allows the character to hide as per a natural version of the Nature spell Conceal. This ability is not affected by a Suppress Enchantments, Dispel Enchantments, Detect Enchantments, or any spell or effect, which targets magical effects. It lasts for 1 hour from the time activated and takes a 3 Count to activate, recited as “Natural Conceal 1, Natural Conceal 2, and Natural Conceal 3.” A character must remain in place while using this skill.

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Natural [Effect] Natural Effects are natural versions of spells. Characters of appropriate race or those that are imbued with

the ability to obtain Spell Effects may purchase Spell Effects at one-half CP per level of spell. Players must spend 1 full CP if they wish to purchase a Spell Effect. 1 CP may purchase 2 first level spells or may use one-half of the CP to help purchase another Spell Effect that would cost 3.5 CP, for example, such as the 7th-level Regenerate. These spells are cast as Natural spells and are blocked by shields, but the shield has the option of accepting the spell or not. The call is announced “Natural [Effect],” such as “Natural Renew.” A weapon with appropriate spell foci may be used to strike a natural spell effect. Resist Disease

This ability allows the character to resist the effects of one disease or infection either magical or natural per day for each time the skill is purchased. This ability is announced “Resist Disease.” Immunity to Disease

This ability makes the character immune to all forms of natural and magical diseases. This does not include infections, transformations, or curses. Resist [Path]

This ability allows the character to resist the effects of one spell or effect from the appropriate magical path per day for each time the skill is purchased. This ability is announced, “Resist [Path]” where [Path] is the appropriate spell path such as “Resist Glamour.” Immunity to [Path]

This ability makes the character immune to chosen path spells and effects and may not turn off the ability once purchased. Resist Magic

This ability allows the character to resist the effects of one magical spell cast upon them per day for each time the skill is purchased. This ability can be used on any spell from any path of magic. The character announces “Resist Magic”. Resist Poison

This ability allows the character to resist the effects of one poison either alchemical or natural per day for each time the skill is purchased. This ability is announced “Resist Poison”. +1 Strength This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in. The Character may also carry up to 85 pounds unencumbered to a maximum of 170 pounds encumbered. A player who can physically bench press 220 pounds may buy this skill. Orcs and Asgard, and Gnolls may buy this skill. +2 Strength This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in. The Character may also carry up to 110 pounds unencumbered to a maximum of 200 pounds encumbered. A player who can physically bench press 255 pounds may buy this skill. Ogres may buy this Skill. +3 Strength This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in. The Character may also carry up to 170 pounds unencumbered to a maximum of 250 pounds encumbered. A player who can physically bench press 280 pounds may buy this skill. Ogres may buy this skill. +1 Constitution This ability grants the character one extra body point per level, including levels they have already attained. In addition, this skill grants the character an additional good bead on resurrection bead picks. Creatures less than Limited Massive in size can buy this skill up to three times.

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ENHANCED RACIAL SKILLSThe skills on this list may be purchased in game only. An instructor is required and the Prerequisites

must be met. Blood Rage

This skill allows a character to enter a state of consciousness in which he feels neither pain nor remorse. A character under the effects of Blood Rage gains +3 damage with all weapons he wields from the strength of his attacks, +15 stamina, and +20 Body Points, can cast spells while taking damage, and gains immunity to Fear, Sleep, Stun, Command, and Feeble mind effects. Under the effects of this skill, the character will attack anyone including allies and blood relatives. He may, of course, attack known enemies before he turns on others. At the end of a Blood Rage, the character falls dead and begins his death count (4 minutes) as though he has received a killing blow. This skill is not an excuse to charge or cause any physical contact. This skill may be used once per day for each time purchased, and is activated by announcing “Blood Rage!” Capture Magic

This ability allows the character to absorb the energy of a spell directed at him, granting the character the ability to cast the spell that was absorbed at any time within the next 24 hours. The character generates the same effect that he absorbs; for example, a spell Natural Command is generated as a Natural Command. The use of this ability triggers the appropriate spell defense if the character possessed it. For instance, if the character absorbs a fire spell while carrying an active Fire Shield, the Fire Shield is used and the character absorbs the spell. The Capture Magic ability is usable on one spell per day per time the skill is purchased. If the character dies the captured effect is lost. You may not keep a captured effect longer than a single game day. This ability is announced “Capture Magic.” Control Rage

This skill allows the character the ability to control his anger and emotions to an almost superhuman extent. A character with this skill may end the effects of his own Battle Rage at any time, leaving him still conscious with 1 Body and no Body or Armor Protectives. A character may also choose his target when he is under a Berserk effect. Control Rage may also end Blood rage, but not stop its end effects. Immunity to Magic

This ability makes the character immune to all spells and magical effects, and they may not turn off the ability once purchased. Immunity to Poison

This ability makes the character immune to alchemical and other poison effects and may not turn off the ability once purchased. Advanced Wear Extra Armor

This skill allows a character to wear 3 more armor points than his class is normally able to for each time the skill is purchased past the skill “Wear Extra Armor”. For example, a Mage who buys this skill twice would be able to wear up to 6 pts of armor. This ability cannot be used to increase the maximum amount of armor able to be worn due to a racial limitation. The maximum Wear extra armor for a character is 90 points of armor. Repair Natural Armor

This skill allows a character to repair Natural Armor using the rules for repairing Armor.

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TRADE SKILLSEach level of a Trade Skill gives the character a different ability. In addition it gives the character 5

copper pieces per level per game day. For kills that allow a character to identify items, components, creatures, etcetera, the character must complete a 10 Count to use the skill. For skills that allow a character to obtain items, components, etcetera, the character must complete a 30 Count to use the skill unless specified. Craftsman Other

This is a grouping of all miscellaneous craftsman skills. It includes any type of craft such as baker, tailor, and cooper, and mason, and teacher, candle maker, etcetera. Forester

This skill allows the character to take care of plants and trees. He is able to determine if a plant is natural or magical, if it is indigenous to the forest or another place. The character can also know the animals indigenous to the forest whether natural or magical. He may also recognize the presence of new creatures in the woods. This skill does not function with water; the underwater equivalent is Oceanology, which functions in all ways like forester, but only underwater.

Level Ability1 Detect/Identify natural plants2 Detect/Identify magical plants3 Detect/Identify natural animals4 Detect/Identify magical animals5 Recognize new animals or plants in the area6 Calm wild animals7 Harvest special components8 Speak with natural animals9 Speak with magical animals10 Commune with Nature

Furrier/Tanner This skill allows a character to recognize animals natural and magical whose hides can be made valuable

articles. He is able to harvest these hides of beasts and repair the damage done to it in process of capturing or skinning. The character knows how to treat the hides so they will bring the best prices.

Level Ability1 Identify and harvest valuable natural fur2 Identify and harvest valuable natural hide [Hide I]3 Identify and harvest valuable magical fur4 Identify and harvest valuable magical hide [Hide II]5 Recognize valuable natural armor6 Repair natural fur7 Repair natural hide8 Repair magical fur9 Repair magical hide10 Cure Dragon hide [Hide III]

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Gem cutter/Jeweler This skill allows the character to determine the approximate value of various gemstones, and allows the

character to increase the value of the gems by cutting or setting them in appealing shapes. The value may be increased by 3% per level of this skill.

Level Ability1 [3%] Create settings2 [6%] Identify gem stones3 [9%] Identify Mana Gems4 [12%] Cut soft stone 5 [15%] Estimate value of gem6 [18%] Estimate value of jewelry 7 [21%] Cut hard stones 8 [24%] Determine nature of Mana Gems9 [27%] Create item worthy of enchantment, Craft Foci10 [30%] Cut Mana Gems

A Jeweler of 9th level or better can make 10 paths of spell foci per production (Master = 6 paths for production value). The number of paths a focus will have is reflected in its cost to make. Below is a chart of the cost to construct spell foci. However a Jeweler may set his own prices for them.

Item 1 Path 2 Path 3 Path 4 Path 5 Path MasterMedallion 5 cp 1 sp 2 sp 4 sp 8 sp 2 gpItem 1 sp 2 sp 4 sp 8 sp 16 sp 4 gpRing 2 sp 4 sp 8 sp 16 sp 3 gp 8 gp

Herbalist This skill gives the character knowledge of herbs, plants, fungi, and other plant or animal products and

how to properly harvest them to produce alchemical substances, scroll ink, magical potions and other products. A character with this skill can determine if a substance is natural or magical. Harvesting a special component precludes harvesting any other components from the creature or plant.

Level Ability1 Detect/Identify natural plant product2 Detect/Identify natural animal product3 Harvest natural product [Herbals]4 Detect/Identify magical plant product5 Detect/Identify magical animal product6 Harvest magical product [Magicals]7 Detect/Identify alchemical poisons8 Detect/Identify magical potion9 Alchemize blood for natural substances, harvest special component10 Alchemize blood for magical substances

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Masseuse/Masseur This skill gives the character the ability to massage a person with the skill of a professional. This skill includes

a working knowledge of humanoid musculature and skeletal structure, allowing the masseuse to relive certain ailments of the muscles or the joints. A character with skill is able to produce a number of effects through a massage by working certain muscles or nerves. Each one of these affects requires 10 seconds of massage per level to take effect, with the exception of First Aid. These abilities do not work on beings without a metabolism.

Level Ability1 Remove Fear2 Remove Paralysis3 Remove Stun, Deaden4 First Aid5 Cause Sleep6 Cause Stun7 Cause/Remove Weakness8 Cause/Remove Maim Limb9 Cause Paralysis10 Killing Blow

Merchant/Trader This skill allows the character to make deals, barter, arrange transactions, and find supplies with the skill of a professional. A character with this skill is used to run a lucrative trading business and with the proper history or role-playing has access to a wide range of business contacts. The items listed are based on in-game rarity. The level needed to obtain the items specified may change due to in-game reasons without notice.

Level Ability1 [3%] Ore I, Herbal I, Hide I2 [6%] Magical I3 [9%] Items made from Level I components4 [12%] Ore II, Herbal II, Hide II5 [15%] Magical II6 [18%] Items made from Level II components7 [21%] Ore III, Herbal III, Hide III8 [24%] Magical III9 [27%] Items made from Level III components10 [30%] Special Requests

Miner This skill allows a character to recognize the signs of the presence of minerals in the area. He can inspect to

find veins of various minerals recognize and estimate the amount of minerals in a place, mine veins of minerals and smelt the ores he finds. In addition a character with this skill can recognize natural and artificial stonework and its quality. The length of time to mine these minerals can vary.

Level Ability1 Detect/Identify valuable minerals2 Mine soft stone [Coal]3 Mine hard stone [Granite, Obsidian]4 Mine soft metal [Gold, Silver, Lead]

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5 Detect/Identify stonework6 Mine hard metal [Iron, Ore I, Ore II]7 Estimate worth of a vein8 Mine gemstones9 Prospect new mineral veins10 Mine magical crystals [Ore III]

Porter This skill allows the character to carry more weight than most can. Each level increases how much the

character can carry unencumbered by 8 percent per level of porter. Thus a human porter, level 10, can carry 90 pounds unencumbered, and up to 180 pounds at a slow walk. Tattooist

This skill allows the character to determine the approximate value of various tattoos and to make tattoos. A Tattooist of 9th level or better can make 10 paths of spell foci per production (Master = 6 paths for production value). The number of paths a focus will have is reflected in its cost to make. Below is a chart of the cost to construct spell foci. A Tattooist of 10th level can make tattoos capable of being used for Glyph spells, the cost to produce these are 5 sp per Mana required for the glyph. However a Tattooist may set his own prices for them.

Item 1 Path 2 Path 3 Path 4 Path 5 Path MasterFocus 1 sp 2 sp 4 sp 8 sp 16 sp 4 gp

Tracking This skill allows the character to track a creature through an area. Tracking can also alert the character to

information about the creature he is tracking depending on the level of the tracker and quarry. This skill can also be used to counter another character’s tracking.

Level Ability1 Follow trail, identify general type of creature2 Identify specific type of creature3 Identify where it is heading4 Identify the approximate # of creatures5 Identify the approximate size and age6 Identify the pace of the creature7 Identify how recent the trail is8 Identify the relative health of creature9 Tell if creature is being used as mount or pack animal10 Track non-corporeal creature

Legend LoreThis skill allows a character to identify the specific enchantments or powers of a magical item, to identify

creatures, and to identify encountered phenomena through their intensive background in legends and stories. This skill can also be used to divine suitable Names for summoning spells, and for divining enchantment recipes for enchanted items. This skill grants greater knowledge with greater levels of the skill, and some items or creatures may not be identifiable without an appropriate level of Legend Lore. If a creature has legends about them, this skill will allow an individual to learn about the stories.

Level Ability1 Items of Low Level Common Magic, Spell Level 1-32 Items of Mid Level Common Magic, Spell Level 4-83 Items of Uncommon Magic, Spell Level 9-124 Items of Rare Magic, Spell Level 13-155 Items of High Magic, Single or Non Spell Effect6 Named Items of Common Use, Multiple Effects Level 1-67 Named Items of Uncommon Use, Multiple Effects Level 7-128 Named Items of Rare Use, Multiple Effects Level 13-159 Named Items of High Magic, Multiple Non Spell Effects

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10 Legendary Items

SCHOLAR SKILLS Astrology

This skill enables a character to read the stars, determine the destiny of a person, the outcome of a quest, or minor divination. Astrology is not completely accurate and sometimes no information is forthcoming at all. See Plot for more details. Estimate Value

This skill allows the character to determine the approximate value of the various items that are found, such as furs, gems, jewelry, etc. First Aid

This skill includes a host of medical skills allowing the character to stabilize a person who is dying at -1 body, but not by killing blow. This use of first aid requires a full minute of work. If first aid is interrupted the death count continues from where it left off. First Aid must begin again at the beginning to be effective. First Aid can also be used to determine the relative health of a creature after examination and a 10 count. Instruction

This skill allows a character to teach another character any skill the character with the Instruction skill possesses. A character with this skill can teach up to 3 separate students at a time. He may purchase additional Instruction skills to teach 3 more students per purchase. An Instructor may also teach 1 spell per Instruction Slot to a student. Poison Lore

This skill allows the character to detect/ identify poisons both natural and magical in nature. Read & Write

This allows the player to read anything in one language he can understand. It does not mean he can understand code, but can try to decipher it. Without this skill, a player should not even look at parchments, as they would be meaningless. Scholar [Area]

This allows a character to research a particular area and find information about people or objects within that area. The area of expertise can be foreign nations, ancient weapons, magical artifacts, history, warfare, or any subject. Speak Language

This skill allows the character to speak another language. It is assumed that a character knows how to speak the character’s racial language unless otherwise decided. The hand sign is two fingers on the cheek while speaking the language. Known languages are Aquilonian, Brythunian, Dark Tongue, Druidic, Acheronian, Cimmerian, Nemedian, Faerie, Monster tongues, and others less common languages. Polyglot

This skill allows the character to buy Speak Language and Read/Write as zero cost skills. A new character beginning with Polyglot gets 9 points of Speak Language and Read/Write skills from common local languages.

MeditationThis skill allows a character to better organize and control his thoughts, memories and emotions. This

skill is necessary in the recovery of psionic power as the character must keep an ordered mind to aid in the use and restoration of his psychic abilities. Meditation allows a character to regain 10% of their mana or stamina per hour of meditating. For every hour of meditation allows a psionic to gain a good bead to conquer a psychic feat. Only disciplined characters may have meditation.MAGIC SKILLS Paths of Magic

This skill allows the character to cast any spell in the appropriate path of magic so long as he possesses enough Mana to fuel the spell. This skill also allows the character to read scrolls that contain spells from the path of magic. The skill grants the power to identify potions made from spells in that path.

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Magic Mastery This skill allows the character to buy of Paths of Magic at zero cost. Paths of Magic the character possesses

contribute to the cost of this skill. A character may learn as many High Magics as they can find instructors for once they learn Magic Mastery.

Control Magic This Magic skill allows a character to control the duration and simple shape of any spell that they have cast

which has duration longer than Instant. The caster can cancel a spell with this skill by touching the affected object, person or spell effect and consciously willing the spell effect to end. Protective, Blade, and Form spells that have been cast upon the other person are considered to be cast by the person that the spell is active upon. In addition a character is capable of controlling magic of his own Protectives to allow spells of his choosing to pass through without activating the protective. This is accomplished by concentration (meaning must be conscious) and calls “I accept”. Spell Surge

This skill allows a character to channel more power into a single casting of a magical spell making the spell more difficult to resist. A character using this skill channels 3 times the amount of MANA into the spell necessary to cast it and incants his spell followed by the word “SURGE”. This makes the spell irresistible and able to bash down any magical Shield spell protecting the target while still able to affect the target normally. The spell may not be Spell Blocked, Ricocheted, Shielded, or Resisted. It may be Phased or Evaded. Any spell which a creature is immune to will not gain the ability to harm the creature because it was used in the Spell Surge. Spell Blast

This skill allows casters to throw 4 additional packets when they cast a damage spell. The additional packets must all be thrown at the same time. If multiple packets hit a single target, the target only takes the effect once. If the spell hits a target being played by multiple people, the monster can take the effect once for every person it hits. However, only one resist is required to negate the effect on the creature. A character using this skill channels 2 times the amount of mana into the spell necessary to cast it and incants his spell followed by the word “Blast”. Read Magic

This skill allows a character to understand magical texts that contain information or power from paths of magic they do not possess. This allows a character to identify directly any written work including scrolls. This does not allow a character to utilize the power contained within the text; i.e. may not cast from the scroll. Comprehend Magic This skill allows a character to utilize magical texts in any path of magic. This allows a character to cast in magical scrolls of any path including paths he does not know, but it does not allow the character to memorize spells from paths he does not possess. This skill can be used to utilize high magic scrolls that contain paths the character does not know. Umbral Combat

This Scholarly skill allows a character who possesses it to actually do battle with creatures in the Umbra. Spells that affect Umbral creatures, Path of Spirit, Thought, Darkness, and Glamour, foci weapons, some magic weapons, and the skill Chi may be used. Even with this skill only a limited number of spells and weapons that affect non corporeal creatures mat be used in the Umbra, Umbral Perception

This Scholarly skill allows a character who possesses it to see and detect spirit realms which cross the physical realm of Earth. Characters with this perception can see the disembodied spirits of those who have recently died and those on their way to resurrect. Characters with this skill can also detect disturbances in the ethereal planes, noting changes like rifts, portals, and gates through the planes. Affecting spiritual entities requires the character to use another skill called Umbral Projection. Umbral Projection

This Scholarly skill allows a character who possesses it to project his consciousness into the spirit realms which crosses the physical realm of Earth. Characters with this skill can affect non-corporeal entities which rely on a connection to a spirit realm to maintain their ethereal existence as though the being did not possess the ability of non-corporeal form. Only such entities and others with this skill can interact on the spirit planes. A person using this skill can take himself and ethereal versions of his possessions on the ethereal plane, but normal magical items and abilities not tied directly to the character’s spirit are left behind or transformed into non-magical items on spirit realm. Wounds inflicted in the spirit realm are real as is death. The use of this skill leaves the character’s body defenseless to

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conventional and magical the plane of the Earth. It requires a 30 count to leave and enter the character’s body. This skill cannot be used to enter another’s body. High Magic Communing

This ability allows a spell caster to project their minds into other planes and commune with beings there. This ability does not keep beings from attacking the spell caster or lying to the spell caster. High Magic Divination

This ability allows the character to see possible futures. See Plot for more details.

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High Magic Enchantment This ability allows the character to create magic items with a recipe. Recipes may be obtained with an

Enchantment Research Lab or use of the Legend Lore skill. See Plot for more details. High Magic Evocation

This ability allows the character to enhance his spells damage. For every 10 points of base manna, a mage will do +1 points of damage with damage spells.

High Magic Necromancy With this high magic, a character can do much darker necromantic deeds than they could on their own. Known

recipes can create enhanced undead, rip information from a person’s body, or rip a person’s soul apart to create a Mana Gem. High Magic Resurrection

This skill allows the character to learn the Resurrection skills to bring the dead back to life without the spell Renew. Field Resurrect

This skill allows a character to perform a field resurrection upon another character correctly. Their ability involves calling forth the spirit and helping it form a body. This includes performing a resurrection upon a willing recipient who has received a Spirit Anchor. Resurrect

This skill allows a character to perform a resurrection upon another character correctly. High Magic Summoning

This ability allows a spell caster to summon beings from other planes. The correct Summon / Path spell is still needed. This ability does not give the summoner power over the summoned being.

WEAPON SKILLS Non-Weapon

This skill allows any character to pick-up any manufactured weapon to swing or throw for 1 damage. Though, if you block with the weapon you take the damage your opponent calls. Brawling

This skill allows a character to wield a padded "fist" in each hand, phys-repped by a minimum length small weapon. The fist does one point of damage base and can be used to block one-half of the damage a character can do with their fist. A character with +3 skill in brawling can block two point damage melee weapons. Brawling does not require Florentine style while using both hands. Thrown Weapon

This skill allows the character to wield a thrown weapon, such as a javelin, throwing axe, rock, throwing dagger, dart, or shuriken. These weapons are made entirely of soft cell foam with no sharp or rough edges. The larger throwing weapons do 2 or 3 points of damage and must have a phys-rep length of the appropriate size category, while others inflict 1 point of damage as a base and can be as small as a packet. Any thrown weapon that is phys-repped by a spell packet must have a 6-inch tail attached to the packet. Sling

This skill allows a character to use a device to throw rocks or bullets. This weapon allows a character to increase the base damage of rocks or bullets by +1, 2 and 3 points respectively. While using one these slings, the character are considered to be using both hands for the loading and the launching of the missile and cannot use another weapon while using it. This device is phys-repped by a Y-shaped boffer weapon no larger than a small weapon that is constructed without a core or an actual leather sling. Atl-Atl

This skill allows a character to use a device to throw javelins. This weapon allows a character to increase the base damage of javelins by +2. While using an Atl-atl, the character is considered to be using both hands for the loading and the launching of the missile and cannot use another weapon while using it. This device is phys-repped by a boffer weapon no larger than a long weapon that is constructed with a core. Great Weapon

This skill allows a character to wield a two handed Weapon. Pikes are used for thrusting only. Great weapons can be used for slashing or blunt damage with the permission of a marshal.

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Bow This skill allows a character to wield an approved Bow with specially prepared boffa arrows or spell

packets designed with 18" tail as arrows. The character must hold the bow at arm's length away from his body to fire an arrow. To launch an arrow, the character must have one of these special spell packets, reach out and touch the bow with the packet in his other hand before throwing it. The arrow is destroyed when used, regardless of a hit or miss. Buffa bows must not have a pull over 25 pounds draw. A character using a bow may not use defensive combat skills: Parry, Deflect, etc. Crossbow

This skill allows a character to use a safe crossbow, such as a padded crossbow using arrow packets similar to a normal bow, Nerf Crossbow or a specially made crossbow with Nerf type bolts. Full crossbows require a 5 count to load before firing, and deal 10 points of damage. Note; if using a boffa crossbow no count is needed. Bolts are destroyed when used, regardless of hit or miss. A character using a crossbow may not use defensive combat skills: Parry, Deflect, etc. All Small Weapons

This skill allows the character to wield any small weapon, such as a dagger, sap, rock, or any other small melee combat weapon under 18" overall. All Thrown Weapons

This skill allows the character to wield a thrown weapon, such as a javelin, throwing axe, rock, throwing dagger, dart, or shuriken. These weapons are made entirely of soft cell foam with no sharp or rough edges. The larger throwing weapons do 2 or 3 points of damage and must have a phys-rep length of the appropriate size category, while others inflict 1 point of damage as a base and can be as small as a packet. Any thrown weapon that is phys-repped by a spell packet must have a 6-inch tail attached to the packet. This does not include the ability to use makeshift weapons. Master Weapon Set

This skill allows a character to choose one weapon and use any variant of that weapon. Examples of Master Weapon Sets include All Swords, All Axes, All Spears, All Long Weapons, or All Pole Arms. One-Handed Master

This skill allows the character to wield any melee weapon he can wield in one hand, such as Short Blunt or Blade, Small Weapon, Long Blunt or Blade. This does not include the ability to use makeshift weapons. Two-Handed Master

This skill allows the character to wield any melee weapon he must use with two hands, such as Pole arm, 2-Handed Blunt or 2-Handed Blade. This does not include the ability to use makeshift weapons. Melee Master

This skill allows the character to wield any melee weapon whether it is used with one or two hands. This does not include the ability to use makeshift weapons. Ranged Master

This skill allows the character to use all of the missile weapon skills: Bow, Crossbow, and Thrown weapons. This does not include the ability to use makeshift weapons. Grand Master

This skill allows the character to use any weapon and any style skill. This does include the ability to use makeshift weapons. Anything is a weapon in the hands of a Grand Master, though the phys-rep must still be a boffer or a packet. Shield

This skill allows the character to use a "safe" shield in combat for blocking. Blade style and weapon skill shield required before using as a weapon. Shield is the only weapon normally able to block an arrow or thrown weapon. Florentine Style

This skill allows a character to use a second Small weapon that he is skilled with in his “off” hand. Damage must be called separately for each weapon. This is a weapon style, and does not include the weapon skills. Two Weapon Style

This skill allows the character to use any one handed weapon that he is skilled with in his 'good' hand and a second one handed weapon that he is skilled with in his 'off hand no larger than a short weapon. Damage must be called separately for each weapon.

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Blades Style This skill allows the character to use any one-handed weapon he is skilled in the use of in his 'good' hand

and a second one handed weapon he is skilled in the use of in his 'off hand, no larger than a long weapon. Damage must be called separately for each weapon. This is a weapon style, and does not include the weapon skills. Style Mastery

This skill allows the character to use all of these weapon styles: Shield, Florentine, Two Weapons, and Blades. This is a weapon style and does not include the weapon skills. Blind-Fighting

This skill allows a character who has been blinded for any reason to fight in combat normally. While in combat the player may keep his eyes open, call his normal damage, and cast spells normally. Out of combat the character must abide by rules for blindness until the effect is negated. This does not allow the use of night vision equipment.

Underwater Combat This skill allows a character to fight under the water as well as the character can fight on land. The

character with this skill can inflict as much damage with his weapon under the water as he does on the land, no matter how he uses the weapon. In addition, creature’s native to the water cannot escape the character once combat is engaged unless the character does not choose to follow. One-Handed Block

This weapon skill allows a character wielding a two-handed weapon to block weapon attacks using only one hand. One-Handed Block does not allow the character to attack or inflict damage using only one hand. One-Handed Damage

This skill allows the user to wield any two-handed weapon they can already wield, with only one hand for -1 damage. To use this skill requires approval of a Safety Marshall for a player using it and have a Weapon Marshall for the weapon being used. Two-Handed Damage

This skill allows a character who wields a normally 1-handed weapon with both of his hands to inflict 1 more point of damage with the weapon than he is normally able to cause. The character must have the skill to wield the weapon normally and be able to fit both of his hands on the grip of the weapon. This skill cannot be applied to the use of a two-handed weapon. Three Handed Fighting

This skill allows a character to fight with a two-handed weapon and a shield. The character must have the skill to use the weapon and shield normally in order to use this skill. Wear Extra Armor

This skill allows a character to wear 3 more armor points than his class is normally able to for each time the skill is purchased. For example, a Mage who buys this skill twice would be able to wear up to 6 pts of armor. This ability cannot be used to increase the maximum amount of armor able to be worn due to a racial limitation. Field Repair

This skill allows a character to repair armor faster than a normal character. For every level of Field Repair, a character may repair armor with 3 counts less. This ability does not stack with Armor Smithing ability to repair armor faster.

ROGUE SKILLS Disable Device

This skill allows the character to attempt to disarm traps or pick locks. The player has the choice to attempt to physically pick the lock, or pick from a bag of colored stones to determine success. A character who successfully physically disarms a trap will receive role-playing experience equal to two times the rating of the trap. The rating of traps equals one third its production cost. A failure in a bag means that the trap goes off. At level 9 the character may attempt to disarm a Glyph, but only with a bag pick.

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Alertness This skill grants the character the ability to focus his senses and awareness allowing him to

detect minute details of a situation that others may miss. This does not mean that the character is able to properly interpret the information granted by this ability, only that he notices it. For example the character using this skill may notice marks in the dust on the floor near a wall, which reveal the secret door hidden there. This skill can also be used to negate the surprise ability that some monsters possess or a waylay attack. Escape Bonds

This skill allows a character to escape any physical or magical bindings such as ropes, shackles, Vortex, Root, etcetera, except for Imprison, once per day each time the skill is bought. If multiple bindings are used an amount of escape bonds skill must be used equal to the types of binding used, whether magical, physical, or alchemical. Hide

This skill allows a character to find the best hiding place in the area to conceal him. To use this skill there must be some type of cover to use; a shadow, a shrubbery, rocks, buildings, etcetera. The character must then go within 10’ of this cover and perform a 3 count, “Hide 1, Hide 2, Hide 3,” out of site. If anyone sees the character during his 3 count then the Hide is not successful and must be started again. At the end of the count the character should ask in a normal voice “Can anyone see me?” If there is no response then the character is hidden. A hidden character can be tracked to 10 feet of his location but cannot be pinpointed. Characters in the area of the hidden character will feel as though they are being watched but may not tell the direction which the feeling is coming from. This feeling will vanish when the characters cannot see each other. The use of the Alertness skill while in sight of the hiding player will reveal the exact location of the hidden character. While hidden, the character cannot move from his initial position when activating this skill and must keep his hands pressed together in front of his chest with his fingers pointed up. If the player releases this hand gesture or changes it for any reason he will come out of his hiding place. A character can only remain hidden as long as the gesture is kept. It requires a full 3 count to crawl out of a hiding place, during which the character is vulnerable to attacks. This skill may be used as many times as the character wishes during the day. Hide Others

This skill allows a character to find an area to conceal others. To use this skill there must be some type of cover to use. The character must then go within 10' of this cover and perform a 3 count, “Hide 1, Hide 2, Hide 3,” while holding the intended target. It requires a full 3 count for a concealed character to crawl out of their hiding place, during which the character is vulnerable to attacks. This skill may be used as many times as the character wishes during the day. Pick Pocket

This skill allows a character with the Pick Pockets to steal objects from an unsuspecting target. The character touches the target and counts pick pocket one, pick pocket two, pick pocket three, etc.. Until they have finished the required count. Then the character finds a Rogue marshal who will then determine what was taken. If the target notices the action the character must say they were picking pockets. The picking pockets count is based on the level of the pick pockets skill 11 minus level of skill, a first level pick pocket, a ten count. A tenth level a one count etc… Note. All in game thefts require a Rogue Marshal! Pickpocket will break the skills Hide, Conceal and Invisibility. Surprise

This skill allows a character with the Hide Skill to move around within 10’ of their hiding place while remaining hidden. In addition this skill allows a character that is actively hiding to take them out of hiding without performing the 3 Count. This ability is called “Surprise”. Waylay

This form of attack can only be done on someone unaware of the attack, but not necessarily unaware of the attacker, using any weapon, so long as your hand is within six inches of the end. You tap your opponent gently on the back of the shoulder, saying “Waylay” as you are knocking your opponent unconscious as per a Stun effect. A waylay causes a base 1-pt. of damage regardless of the type of weapon used to deliver it plus additions from backstabs, skills and blade spells or poisons applied to the weapon used to deliver the waylay. If you are using a pole arm or sword you must use the padded butt or hilt end of the weapon. Defenses are Magic Armor, Deflect Weapon, Alertness, and a helmet that covers the back of the neck, Natural Armor, Limited Massive Size, Massive Size, No Metabolism, Fire Aura, and Lightning Barrier.

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Shhh This weapon skill is appended to either a Waylay or Execute attack, and costs no stamina to

activate. When used, the target of the attack must drop quietly to the ground and suffers the usual effects of the attack. Nearby creatures that rely on sound to perceive remain unaware that anything has occurred unless they have also witnessed the event with another sense. The Alertness skill will negate this effect for the creature activating it, but expends the skill for this purpose. This skill may be used any number of times in a day. A character must possess either the Waylay or Execute skill before they may purchase Shhh. This skill is announced <attack> Shhh, followed by a two count

WEAPON ATTACKS Expert Attack

This skill allows the character to inflict additional damage with a specific type of weapon for the duration of the battle or 5 minutes, whichever comes first. This ability is cumulative with other skills in the same weapon except other expert attacks. Plus Skills

This allows the character to continuously inflict additional damage with a specific type of weapon. This ability is cumulative with other skills in the same weapon such as other Plus Skills, Master Plus Skills, Grand Master plus Skills, Expert Attacks, Backstabs, etcetera. Sneak Attack

This skill allows the character to inflict additional damage on any opponent he strikes from the rear from a specific type of weapon. Each sneak attack is active for the duration of the battle or until 5 minutes past whichever comes first. This ability is cumulative with other skills in the same weapon except other sneak attacks. Backstabs

This skill allows the character to continuously inflict additional damage with a specific type of weapon) when attacking any opponent from the rear. The ability is cumulative with other skills in the same weapon. Master Attacks

This allows the character to use the specified skill with any hand held or ranged weapon in a Master Weapon Set he is proficient in. Master Plus Skill is the same as Plus Skill, but can be used with any hand held or ranged weapon in a Master Weapon Set the character is proficient in. This includes Master Expert Attacks, Master Sneak Attacks, Master Plus Skill, and Master Backstab. Grand Master Attacks

This allows the character to use the specified skill with any weapon he is proficient in. Grand Master Weapon Skill is the same as Plus Skill but can be used with any weapon the character is proficient in. This includes Grand Master Expert Attacks or Grand Master plus Skill.SPECIAL ATTACKS AND DEFENSES Break Weapon

This skill allows a character to break any object up to and including a shield in size by using his weapon in such a way as to render the object useless. This skill will work on claws and other natural weapons, rendering the target natural weapon useless until Regenerated. To activate this ability the character must announce, “Prepare to Break Weapon” and strike the item they wish to break. A legal hit on the character works, but allows the victim to select which item that meets the specified item call that takes the effect. The character must announce “Break <Weapon>” to his opponent. This skill remains active for 5 minutes or until it is used whichever comes first. If used on an Unshatterable weapon, the skill is used for the day and the weapon is not destroyed. Monster “weapons” have their damage reduced by this skill. Costs 4 stamina. Breach Armor

This skill allows a character to breach any manufactured armor by using his weapon in such a way as to render the armor useless. This skill will not work on natural armor. To activate this ability the character must announce, “Prepare to Breach Armor” and strike the armor. The character must announce “Breach Armor” to his opponent. This skill remains active for 5 minutes or until it is used whichever comes first. Costs 5 Stamina. Capture Weapon/Limb

This skill allows a character to capture an opponent’s limb or weapon using an appropriate weapon, such as a flail, whip, chain, etc. To activate this skill, the character must announce “Prepare to capture <weapon/limb.>” The skill remains active for 5 minutes or until it is used, whichever comes first. If the character actually captures an opponent’s weapon/limb, no stamina is used in using this skill.

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Catch This skill allows a character to safely catch thrown objects and other projectiles. The character must have

arm free to use this skill and be able to easily pose him between the target and the attack. This skill must be used within three seconds of the weapon packet striking the target to be effective. The character does not need to actually catch the weapon to use this skill. Catch will work on thrown weapons, gas globes, arrows, and bolts. It does not protect the character from contact poisons on weapons, magical effects, nor natural poison attacks. To use the object that the character catches, the character must be trained with the object. Skill is not used if character actual catches thrown object. This skill does not use stamina if the player actually catches the object thrown. The cost is 2 stamina. Critical Strike

This skill allows a character to strike one blow with great damage, the call being “Critical Strike,” dealing 25 normal. This effect is only active for one strike regardless of hitting a legal target or not. The character has 3 seconds after calling “Critical Strike” to hit their opponent. Other effect may be applied to this skill at appropriate costs. Costs 2 stamina. Deaden Limb

This skill allows a character to render an opponents limb/part ineffective, the call being “deaden (limb)” by hitting vital point on its body. This effect is active for only one strike, regardless of hitting a legal target or not. The character has three seconds after calling deaden to hit their target. Other effects may be applied to this skill at appropriate costs. Costs 2 stamina. NOTE: This can be negated by a level 3 Masseuse. Deflect

This ability allows the character to block any physical weapon-delivered attack. The only packed delivered attacks that may be parried are those that are weapon-based or Natural Attacks. This ability can be used to block any of the Special Attack forms, but does not negate them in the process. To use this skill a character must call “Deflect”. Deflect may be used to protect another target within weapon reach. Costs 2 stamina per use. Disarm

This skill allows the character to cause the character to drop any one hand held object. The target of the ability must drop the object named and cannot pick it up for 5 seconds. To activate the ability, the character must announce, “Prepare to be disarmed.” The character must strike the item he wishes to disarm and announce, “Disarm <item>,” to his opponent. The skill remains active for 5 minutes or until it is used whichever comes first. If the character can find a new weapon or get his old weapon he may still use the skill if he lands a blow within the original 5 minutes. Costs 3 stamina. Greater Disarm

This skill allows the character to cause the target to drop any one hand-held object up to 10’ in any direction of the character’s choice. The target must gently toss the item named as close as possible in the direction chosen by the attacker and cannot touch it for 5 seconds. To activate this ability the character announces, “Prepare to be disarmed.” The character must strike the item he wishes to disarm and announce, “Greater Disarm <item>,” and where he wants it to land. If used against a Disarm it cancels Disarm and acts as a Disarm itself. This skill remains active for 5 minutes or until it is used whichever comes first. Please note that striking a weapon will not set off any active spell defenses, such as Fire Aura. If the weapon the character is using to perform the Greater Disarm is destroyed or removed from his hands the skill is still active. As along as the character can find a new weapon or get his old one he may still use the skill if he lands a blow in the original 5 minutes. Costs 4 stamina. Feint

This skill allows the character to find the most vulnerable point of an opponent’s armor and strike a natural attack or weapon blow through it causing damage directly to the body of the target creature. This skill works against creatures with natural armor. The skill is used whether the strike lands or not. When using this skill, the player must announce “body” after his attack to signify use of the skill and that the opponent has taken body damage, which bypasses his armor. Costs 2 stamina. Knock Back

This skill will allow a character of greater strength or size, to push the smaller or weaker around. For each Strength + or size category greater than the target, the target is knocked back 3 feet. The standard size categories are: Smaller-than-Man, Man-Sized, Limited Massive and Massive. Costs 2 stamina per use.

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Pierce This ability allows a character to focus his damage to the point where he can easily punch through a

shield or transfer the impact through the shield to the wielder. The damage done with a Pierce is delivered normally, first to armor, then to body. The ability is usable on one strike only and will be used up even if the strike did not land. This ability is called “# Pierce”. Costs 2 stamina. Trip

This special attack allows a character to cause his target to fall to the ground, rendering them prone. A legal boffer strike on a target, whose character is the same or smaller size than the character using this skill, and a call of "Trip" requires the person struck to take no actions for a three Count or Phys Rep lying down and standing back up. Costs 2 stamina. Weapon Ward

This special defense allows a character to successfully prevent a single destruction or disarm from taking effect on the weapon or shield in his hand. In effect the character has become so good with weapon that he is able to deftly maneuver his weapon out of harm’s way. This does not allow him to prevent any type of attack from taking effect on himself when he was hit in the weapon. This defense will not function against attacks that have an area of effect such as traps. Costs 1 stamina. Death Strike

This skill allows the character to reduce the victim’s body points, armor, and protective spells to -1 total. Death Strike acts as an instant killing blow requiring a Renew spell to cure. To activate the ability the character must announce, “Prepare to die.” When the character lands a legal blow, he must declare, “Death Strike,” to his opponent. This skill remains active for 5 minutes or until it is used whichever one comes first. If the weapon the character is using to deliver the Death Strike is destroyed or removed from his hands the skill is still active. So long as the character can find a new weapon or get his old weapon the may still use the skill if he lands a blow within the original 5 minutes. Magic Armor can block this ability. Fire Aura and Lightning Barrier can also stop this attack, see the spell descriptions. Costs 7 stamina. Evade

This skill allows a character to dodge any one attack with a weapon or packet. This skill is used after the attack landed. The player must announce “Evade” to indicate the attack missed. This skill will use up a Death Strike or other skill that lasts for the duration of combat. Costs 5 stamina. Execute

This skill allows the character to reduce the victim’s Body points, armor, and protective spells to -1 total. It is good for one strike only and must come from behind and the target must be unaware of the incoming attack. This attack cannot be deflected or parried. If successful it acts as an instant killing blow. A character using this skill announces “Execute”. Deflect Weapons, Magic Armor, Fire Aura and Lighting Barrier can stop this attack; see the spell descriptions. Costs 5 stamina. Parry

This ability allows the character to block any physical weapon-delivered attack. The only packed delivered attacks that may be parried are those that are weapon-based or Natural Attacks. This ability can be use to negate any of the Special Attack forms, using them up in the process. To use this skill a character must call “Parry.” Parry may be used to protect another target within weapon reach. Costs 3 stamina. Sever/Maim

This ability allows the character to remove or render useless one of the target’s limbs. The character must drop all items in the possession of the limb, cannot use a weapon with that limb, use it to cast spell, nor for locomotion. To activate this ability the character must announce “Sever <limb>” and land a legal hit on the target. The character can be as specific as they desire naming the specific limb or just the type of limb. For example “Sever Arm” will work if a legal strike is landed anywhere on the target but the target can choose which arm is severed. “Sever Right Arm” will sever the right arm. The character may change targets during the combat. This skill remains active for 5 minutes or until it is used up, whichever comes first. If the weapon the character is using to deliver the Sever/Maim is destroyed or removed from his hands the skill is still active. So long as the character can find a weapon or get his old weapon he may still use skill if he lands a blow within the original 5 minutes. Fire Aura and Lightning Barrier can stop this attack. See the spell descriptions. Costs 5 stamina. Spell Block

This skill allows a character to literally knock a magical spell or effect harmlessly away from his person with a weapon or a shield. A character using this skill does not have to physically block the spell packet or effect to use this skill successfully. This skill is called “Spell Block” and cannot be used to direct the spell at another target. Costs 5 stamina.

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Ricochet This skill allows a character to block and redirect magical spell or effect instantly. The packet must be

launched within 3 seconds of using this ability to full effect. The character using this skill can choose a target for his attack and must hit the target normally with a spell packet to affect them. A character does not have to physically block the spell packet or effect to use this successfully. This skill is call “Ricochet”. Costs 7 stamina. Stun

This special attack allows a character to render his opponent unconscious with the force of his weapon strike. This ability works like a Stun spell. A defense against Sleep or Glamour effects will not protect a character that is struck by this special attack. An Awaken spell or Smelling Salts will not rouse a creature affected by this attack. To activate this ability the character must announce “Prepare to be stunned.” When the character lands a legal blow he must declare, “Stun” to his opponent. This skill is active for 5 minutes or until it is used up, whichever comes first. If the weapon that the character is using to deliver the Stun attack is destroyed or removed from his hands the skill is still active and so long as the character can find a new weapon or retrieve his old one. Magic Armor block this ability. Fire Aura and Lightning Barrier can also stop this attack, see the Spell Descriptions. Costs 6 stamina. Chi

This skill allows a character to generate a natural Enchanted Weapon effect in the weapon they purchase the skill in. In effect, the character has become so focused and attuned to their weapon that they are able to harm creatures that normally require magical weapons to hurt. This is called “Natural Enchant Weapon” and adds “Magic” to each swing for 5 minutes. This ability cannot be affected by a DISPEL or SUPPRESS ENCHANTMENTS. It ends after the 5 minutes, the battle is over, or the weapon leaves the character’s hand for any reason. Costs 3 stamina. Riposte

This Special Attack allows a character to block a physical attack and return that same physical attack to the attacker. This includes both damage and special attributes. The use of this Special Defense includes the effect of a parry. The Riposte automatically strikes the opponent who used the special attack. A Riposte cannot be used on anyone except the person whose strike was parried. Essentially the character is using his opponent’s strength and skill against him and striking him with his weapon. This attack can be parried with the Parry, Evade, Phase, and even with another Riposte. This ability is announced “Riposte.” Costs 10 stamina. Frenzy

This skill allows a character to harness all of their skill and ability during a particular battle to generate a special attack skill or defense skill constantly. The character using this skill must plant his left foot on the ground and call “Frenzy <Skill name>.” For example a character calls “Frenzy Death Strike.” The character then uses the Frenzy skill and another special attack or defense skill of his choice. The character is able to call the skill named in the previous call for 5 minutes, until the battle is over, the weapon leaves the character’s hand for any reason, or the character moves his left foot from the point which he planted it, whichever comes first. Costs 15 stamina. Stamina Points

As a character gains Plus Skill, Backstabs, and Enhanced Strength, they gain Stamina Points. These points are used to fuel special attacks and defenses. The character must buy the skill to use it. For each level of Plus Skill, Backstabs, and Enhanced Strength, a Character gains 5 Stamina Points. For each Master Plus Skill or Master Backstabs a character gains 10 stamina points. And for each Grand Master plus Skill or Grand Master Backstab, a character gains 15 stamina points.

Skill Stamina Skill Stamina Skill StaminaBreak Weapon 4 Pierce 2 Sever/Maim 5Critical Strike 2 Trip 2 Spell Block 5Deflect 2 Weapon Ward 1 Ricochet 7Disarm 3 Death Strike 7 Stun 5Greater Disarm 4 Evade 5 Chi 3Feint 2 Execute 5 Riposte 10Knock Back 2 Parry 3 Frenzy 15Maim 2 Deaden Limb 2

For example, a character with Long Weapon Skill +5 has 25 Stamina Points. He has purchased the special combat skills Death Strike, Sever, and an Evade. In a fight he uses two Death Strikes and a Sever. This costs him 19 Stamina points.

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Weapon vs. Stamina use With various weapons are easier to perform special attacks and defenses. It is easier to block a sword with

a mace than a dagger. The chart below shows the bonuses of each weapon by size and type. Note any stamina skill will cost at least 1 stamina to use even if the bonus goes to zero stamina. A weapon may receive a bonus by its size and type. I.E a Great Sword would receive a bonus of -2 stamina to use the skill Disarm so it would cost the wielder 1 stamina to use.

Skill Small Short Long Two handed

Great Piercing Blunt Slashing Bows NonWeapon

Brawling

Break Weapon

N +1 0 -1 -1 +1 -1 0 N +1 +1

Capture Weapon

+1 +1 0 -1 0 0 0 0 N +1 +1

Critical Strike

-1 0 0 0 0 -1 0 0 -1 +1 -1

Deflect +1 +1 0 -1 -1 0 -1 0 N +1 +1Disarm 0 0 0 -1 -1 0 0 -1 N +1 +0Greater Disarm

0 0 0 -1 -1 0 0 -1 N +1 +0

Feint -1 -1 0 0 +1 -1 +1 +1 -1 +1 +1Knock Back

+1 +1 0 -1 -1 +1 -1 0 N +1 +1

Pierce -1 -1 0 0 0 -1 +1 0 -1 +1 +1Trip +1 +1 0 0 -1 +1 -1 0 N +1 -1Weapon Ward

0 0 0 0 0 0 0 0 N +1 +1

Death Strike

0 0 0 -1 -1 -1 0 0 -1 +1 +1

Evade 0 0 0 0 0 0 0 0 0 0 0Execute -1 -1 0 +1 +1 -1 0 0 -1 +1 +1Parry +1 +1 0 0 0 +1 -1 -1 N +1 +1Sever/Maim +1 +1 0 -1 -1 +1 -1 -1 0 +1 +1Spell Block 0 0 0 0 0 0 0 0 N +1 +1Ricochet 0 0 0 0 0 0 0 0 N +1 +1Stun 0 0 0 -1 -1 +1 -1 0 N +1 -1Chi 0 0 0 0 0 0 0 0 0 +1 0Riposte 0 0 0 0 0 0 0 -1 N +1 +1Frenzy 0 0 0 0 0 0 0 0 0 +1 0Catch 0 0 0 0 0 0 0 0 N +1 -1Deaden 0 0 0 -1 -1 0 -1 -1 N +1 +1Breach Armor

+1 +1 0 -1 -1 +1 +1 -1 N +1 +1

N= not available with this weapon

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CRAFTSMAN SKILLSCraftsman skills are a type of skill that allows the character to manufacture a particular type of item, such

as poison, potions, armor or weapons. Each level of a craftsman skill such as Alchemy or Scroll-Making allows the character to produce any item listed under that particular skill at the level of skill he possesses or less. For example, a character that has Scroll-Making 5 is capable of producing scrolls of any spell he knows of level 5 or less, the level of a spell being the Mana it takes to cast. He is incapable of producing a scroll of any spell level 6 or higher. The number of items the character is capable of producing in a single day is a pool equal to four times his trade skill. In the example above a character is capable of producing 20 levels of scrolls so long as each one is of a level 5 or less. Therefore he could make 4 level 5’s or 20 level 1 scrolls or any combination up to his total levels.

A character may take up a specialty in a Craftsman skill, gaining a restricted list of items in which they can produce, but keep full production and a -1CP price break on each level of the skill to a minimum of 1.

To make a particular item the character must procure the components necessary to make it. For Alchemists, Herbal components are required. For Armor-Smiths and Weapon Smiths, Ore components are required. For Scroll and Potion-Makers, Magical components are required. Each of these components is rated either I, II or III. I’s are the least powerful and most common. III’s are the most powerful and rare. These components can be found almost anywhere from plants to mines, from monsters to shops. So long as a character has enough components to make the item and enough levels left in his pool, he can create the item. When manufacturing an item, rare components may be substituted for more common ones, but multiple common components can not be substituted for rare components. For example, a level III component can be used in place of three level I components or a level II herbal components and a level I herbal component. The reverse is not true. Component types, Herbal, Ore and Magical, cannot be mixed. All components are consumed in process of making an item.

You man hold more than one dose of a poison or potion in the same container but must be of the exact same type, i.e. all Heal 6 wounds or all Intoxicants, or all are ruined. All tags must be attached to the phys rep.

Forges and Labs A forge will increase the production of up to three people by four times per day. For example, someone

with Armor Smith 5 has a base of 20. A forge will allow him to produce up to 80 levels. Forges cost 60 gp. A forge can be used in the creation of weapons and armor.

A lab increases production for up to three people by two times per day. A lab costs 30 gp and can only be bought for one purpose. The types of labs are potion, scroll, weapon, armor, enchantment research, and alchemy labs. You cannot change the function of a lab.

A Traveling Lab functions in all ways as a standard lab except it only can help one person's production and it weighs 50 to 200 pounds.

Research For a player to create a recipe for a scroll, potion, skill, or alchemy, the player will need an appropriate

research lab. The process will take five times the components required to create a scroll or potion normally. The process will take one week per level of effect being researched. For example, a mage wishes to research the recipe for a fire shield scroll. They will need to able to cast fire shield, be at least a Scroll Maker 5 and have access to a scroll lab. They will use 30 Magical I's and take 5 weeks to finish the recipe.

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PRODUCTIONCraftsman Skill Production per Level Scroll, Potion, Alchemy Components

Level Max Level Production w/ Lab w/ Forge Difficulty Level I Level II Level III1 1 4 8 16 1 2 - -2 2 8 16 32 2 3 - -3 3 12 24 48 3 4 - -4 4 16 32 64 4 5 - -5 5 20 40 80 5 6 - -6 6 24 48 96 6 7 - -7 7 28 56 112 7 3 1 -8 8 32 64 128 8 4 1 -9 9 36 72 144 9 5 1 -10 10 40 80 160 10 6 1 -11 11 44 88 176 11 3 2 -12 12 48 96 192 12 4 2 113 13 52 104 208 13 5 2 114 14 56 112 224 14 5 3 115 15 60 120 240 15 6 3 2

ARMOR SMITHA character with the Armor Smith skill can produce a number of armor points equal to four times his

Armor Smith skill. The maximum single suit that a character with Armor Smith can produce is equal to three times his Armor Smith skill. For example, a character with Armor Smith 10 can produce a total of 40 armor points a day, with no single suit larger than 30 armor points.

Suits of armor cost one production per point of armor. For example, a typical 30 pt suit of armor requires 30 lbs of Ore I components to make. Hide armor may be produced with Hide components and has a maximum value of 20 points.

An Armor Smith can use his skill to combine smaller suits of armor to create a larger suit. The largest suit retains its full value but the smaller suits lose one half of their value. For example, an Armor Smith wants to create a larger suit using a 20 pt suit and a 10 pt suit. Using all three he can create a 25 pt suit of armor (20+5).

When armor is damaged, the character or any character with at least one free hand can repair armor up to its full value so long as the damage does not equal or exceed the value of the armor. If the damage does exceed the value of the armor, then the character can repair the armor to a maximum value equal to the current value of the armor minus 3 pts. This process is called refitting armor.

An Armor smith may repair armor faster than a normal character. For every level of Armor smithing, a character may repair armor 2 counts less. Thus a 15th level armor smith may repair armor in 30 seconds.

The amount of your body the armor covers effect its value. Armor should cover the torso, arms half way to the elbow, stomach, sides, and go down past the groin at least 3 inches. For each of these areas not covered there is a -2 pts to your armor. If your back is not covered the total value of the armor is reduced 25%. Layering armor or wearing more than one suit of armor increases half the value of the lesser to the best-rated suit of armor. Only two suits of armor may be layered together.

Armor, like weapons, must be examined by a weapon or safety marshal for any safety hazards like sharp edges and spikes and to determine armor value.

A player is required to phys-rep their armor with costume armor. Below are charts to allow a player to figure how much costuming is needed to represent their armor. A warrior with a 45-point armor tag will need to wear much more "armor" than a rogue who "wears" a 20-point suit.

Cloth is padded armor which was worn in the most ancient times. The armor is made of several layers of cloth and padding to lessen the blows from weapons. Leather armor is another ancient form of armor. Single or multiple layers of leather were used to protect from blows. Studded armor is armor with small metal studs attached to help block metal weapons. Chain and small (palm sized) plates were later attached to mail, to spread the force of weapon shots. Plate armor is a series of plates shaped to protect the body further than just leather or padded mail. Costume Mail is made of materials other than leather or metal. The armors value will be judged by its realism and what kind of armor it represents. The more a set of armor covers the body the more armor it will represent.

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ARMOR VALUESArmor Type Torso Upper Arm Lower Arm w/ Elbow Upper Leg w/ Knee Lower LegCloth 15 1 1 1 1Leather 20 1 1 1 1Studded Leather 25 1 1 1 1Chain/ Small Plates 30 2 2 2 1Plate 35 3 3 3 2

Helms Value Armor Qualities ModifiersCloth/Thin Leather 1 Torso Coverage -2 for each side, shoulder, or groinLeather 2 -25% for no back coverageMetal Cap 4 Faux Armor -0% to -25%Helm 6 Real Leather +20%Full Helm 8 Real Metal +5% to +25%

Persona Relevance -20% to +20%ZERO COST ARMOR SMITH SKILLS Resistant Armor

A character who has reached the master level Armor Smith 11 can construct Resistant Armor. This armor is constructed of a level II component for each level I component normally needed. The armor is constructed in such a way as to provide a limited resistance to a single form of attack, such as fire, time, etc.

The resistance type is determined at creation. An herbalist 9 is needed to find the “special” component needed to create the armor. These resistances will be used the first time the wearer is struck by the appropriate path, even if the resistance is not called.

The smith may build in one resistance per 10 points of armor. Less may be imbued but not more. The armor may refit normally. Once per day, an Armor Smith can renew the resistance if he knows the method of crafting the armor.

On creation of resistant armor, an Armor Smith will need an Herbalist 9 to determine the special component to craft the armor. This may take some time, see plot. Creating resistant armor takes triple the production of regular armor. Elven Armor

A character who has reached the master level Armor Smith 12 can construct Elven Armor. This armor is so well fitted that it provides 150% protection to normal armor. The armor is constructed of level II components for each level I component normally used, as well as a slot in a forge or all of a lab. Elven Armor takes four times the production to craft. Thus a 40-point suit of mail provides 60 points of armor, weights 40 pounds, and is made of 40 level II components, the use of a lab, and 160 points of production. Breaches require a breach tag made of level II components. Elven Armor may be refitted to a smaller character, but not a larger one. Master-Crafted Elven Armor

A character who has reached the master level Armor Smith 13 can construct Master-Crafted Elven Armor. This armor provides 100% more protection than normal armor. It requires a level III component for each level I component normally used. Breach tags for this armor also require to be made of level III components. In crafting this armor, an entire forge will be needed. Master Crafted Elven Armor uses five times the production as normal armor. Acheronian Armor

A character who has reached the master level Armor Smith 14 can construct Acheronian Armor. This armor, when breached, loses only one point of value. This armor requires breach tags made of level II components. When making this armor, a level II component is used for each level I component normally used. Acheronian Armor requires a slot in a forge and four times production points to craft. Master-Crafted Acheronian Armor

A character who has reached the master level Armor Smith 14 can construct Master-Crafted Acheronian Armor. This armor when breached does not lose any of it’s’ protection value. This armor is crafted from a level III component for each level I component normally used. When making this armor a full forge is used and it costs five times the production to create.

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Compound ArmorA character who has reached the master level Armor-Smith 15 can construct compound armor. This

armor has the properties of more than one type of armor (Elven, Acheronian, Resistant, etc.). This process will require will require level III components and a full forge. The production multiplies of each type used in a set are compounded. An Armor-Smith decides to make a 40-point suit of Master-Crafted Elven/Master-Crafted Acheronian/Resistant Armor. This will require 40 component III’s, an Herbalist 9, four special components, a full forge, and 3000 points of production. Enchantable Armor

A character who has reached the master level Armor Smith 15 can construct Enchantable Armor. This armor must be made from the purest materials, and the armor cannot be worn until enchanted. A slot in a forge is used in crafting Enchantable Armor as well as the production time is four times longer than normal armor.WEAPON SMITH

A character with the Weapon Smith skill can produce a number of weapons whose total production cost equals four times his level of Weapon Smith per production day. For example, a character with Weapon Smith 5 can produce a number of weapons equal to 20-points. However, a character can produce an item worth more points than his skill level; it will just take more production days. Therefore in the example, although the character can produce items up to 20 productions points he could produce an item worth 25-points and another 5 points for the next available production time. The components need for the production equal one component per pound of the item being produced. Weapon Smiths, who produce items made out of wood do not have to use components to manufacture the item, just calculate the production cost of the item.

WEAPON PRODUCTIONWeapon Type Prod. Cost Ore/Wood (lb) Weapon Type Prod. Cost Ore/Wood (lb)Bow 15 0/4 Mace, Short 6 3/1Crossbow 15 2/4 Mace, Long 9 3/2Sling 6 1 Hide Pole Arm 12 3/5Ammunition 1/3 0.1 Pike 9 3/6Atl-atl 9 0/2 Spear, Short 4 1/1Throwing Weapon 3 1/1 Spear, Long 6 3/0Small Weapon 4 1 Sword, Short 12 2/0Axe, Short 6 2/1 Sword, Long 15 4/0Axe, Long 9 3/1 Sword, 2-Handed 30 6/0Club, Short 3 0/3 Staff 3 0/3Club, Long 6 0/4 Shield 6 3/7Club, 2-Handed 9 0/6 Pilum 12 2/4

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ZERO-COST WEAPON SMITH SKILLS

Silver WeaponTo silver a weapon, a character with Weapon Smith must build the weapon incorporating 2 silver pieces

per Ore component needed to make the weapon. This process requires a Weapon Smith lab or a forge. Silvering a weapon doubles the production cost of the weapon. Limited Weapon of Quality

A character that has reached the master level Weapon Smith 11 can construct a non-magical +1 weapon that lasts one year, by constructing the weapon with Level II components of an equal amount, using one slot of a forge or three slots of a Weapon Smith lab. After one year has passed the weapon loses this bonus. The production cost of the weapon is increased by four times. Limited Master-Crafted Weapon

A character that has reached the master level Weapon Smith 12 can construct an Unshatterable weapon that lasts one year, by constructing the weapon with Level II components of an equal amount, using one slot of a forge or three slots of a Weapon Smith lab. After one year has passed the weapon loses this bonus. The production cost of the weapon is increased by four times. Venom Weapon

A character that has reached the master level Weapon Smith 13 can construct a weapon that can store up to two doses of the same contact poison, requiring Level III components of an equal amount needed to construct the weapon, using a full forge. This weapon will break normally. The wielder can decide which strikes will use the poisons in the weapon. The production cost of the weapon is increased by three times. Bow of Strength

A character that has reached a master level of weapon smithing [level 13] can construct a Bow of Strength. For each +Strength the bow requires 50% more materials and production. For example, a +2 Bow of Strength requires twice the material and components. A person with less strength than the plus of the bow cannot wield the weapon.

Weapon of QualityA character that has reached the master level Weapon Smith 14 can construct a non-magical +1 weapon,

by constructing the weapon with Level III components of an equal amount, using a full forge. This weapon will break normally. The production cost of the weapon is increased by five times. Master-Crafted Weapon

A character that has reached the master level Weapon Smith 15 can construct an unshatterable weapon by constructing the weapon with Level III components of an equal amount, using a full forge. The production cost of the weapon is increased by five times. Compound Weapon

A character that has reached the master level Weapon Smith 15 can create a compound weapon. These weapons require the more expensive, higher level component for the weapon type, a full forge, and the production times will be multiplied by each type of weapon. For example, a Weapon Smith makes a long sword: Silver, Master-Crafted, and Weapon of Quality. This requires a full forge (3 slots), 4 Ore 3, 8 silver, and a production of 15 (long sword) x2 (silver) x5 (Weapon of Quality) x5 (Master-Crafted) = 750 points of production. Enchantable Weapon

A character that has reached the master level Weapon Smith 15 can construct Enchantable weapons. This weapon must be made from the purest materials, and the weapon cannot be used until enchanted. A slot in a forge is used in crafting an Enchantable weapon; as well the production time is four times longer than normal weapons. Exceptional Weapon of Quality

A character that has reached the master level Weapon Smith 15 can use a full forge to construct a non-magical +X weapon. The production cost of the weapon is increased by X times 5 up to a maximum of a +5 damage weapon. The weapon is constructed using one slot of a forge.

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TRAP MAKINGThis skill allows a character to build and set traps. Setting a trap requires the character to physically set

the trap. It requires at least thirty seconds setting and arming a trap properly. If you are using a Plot approved phys-rep no count is needed. Once a trap is set it cannot be moved more than 5’ from its set location without disarming it or the trap will go off. A character with trap making can make up to four times his level in traps. This means that a character with Trap Making 5 can make up to 20 total levels of traps. However the character cannot produce a single trap that requires more than 3 times his level in the skill. In the example above the character cannot make a single trap with more than 15 of his total levels. Trap Use

To set a trap the character must use a trap device approved by plot, such as a mousetrap, bubble wrap, spring traps etcetera. Any combat skill such as pierce or feint may be added to a trap, as the trap is set. This uses the skill as if it was used in combat. The skill added to the trap remains as long as the trap remains set and unmoved. The trap must have its trap tag with it for its victim to see after use. Unless otherwise noted, a combat skill may be used to block a trap. You can parry a weapon trap but not a massive weapon trap.

TRAP PRODUCTIONTrap Type Damage X Min Production Max Production Cost Per PointSnare Trap - 1 1 0Foot Trap - 12 12 3cpMaim Trap - 21 21 5cpDeath Trap - 36 36 2spWeapon Trap x3 1 20 3cpResettable Weapon x2 5 20 1spMsv. Reset. Weapon x1 10 30 5spMsv. Mech. Non-Reset. x5 10 40 5cpMsv. Mech. Resettable x4 10 25 2spAcid Trap x2 5 30 5spExplosive Trap x2 10 25 1spMsv. Explosive Trap x1 20 50 5 spGas Trap - 10 10 1spExplosive Bomb x1/2 40 40 5cpGas Bomb - 45 45 5cp

Damage MultipleThis term is used to determine the damage of what a specific trap will do when set off. The Damage

Multiple is multiplied by the total production points used in the creation of the trap to determine the amount of damage inflicted by the trap when triggered. Snare Trap

This basic trap is made of a length of cord or wire. This non-Resettable trap holds the limb which set it off. Snare traps can be broken with limited massive size, extraordinary strength, or a cutting tool. A character with Trap Making or Disable Device can use these traps. Foot Trap

This trap is a length of woven wire or a small bar catch trap. To escape this, trap the character needs extraordinary strength, Disable Device (4th level trap), or limited massive size. A Trap Maker or a character with Disable Device may operate these devices. Maim trap

These traps are bear or wolf traps. They break the anklebones as they hold their victim until the trapper arrives. The trap maims the limb that sets off the trap. +3 strength or Disable Device (level 7 trap) is needed to escape the trap. They require a Trap Maker or someone with Disable Device to operate. Death Traps

These cunning traps act as a killing blow to their victims. They are constructed by the use of springs, wire, weights, and weapons. Trap makers of at least 7th level are the only ones allowed to set these traps. Weapon Traps

This type of trap is made from a weapon mounted on a heavy stable object such as a door or a wall. The mounted weapon must be a “safe” boffer type weapon. This trap can be blocked, parried, evaded and negated with appropriate defensive spells.

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Resettable Weapon TrapsThis type of trap is made from a weapon mounted on a heavy stable object such as a door or a wall. The

mounted weapon must be a “safe” boffer type weapon. This trap can be blocked, parried, evaded and negated with appropriate defensive spells. This type of trap may be reset by anyone with Disable Device skill, or with Trap Making of an appropriate level to produce the trap. Massive Resettable Weapon Traps

This type of trap represents large weapons traps, such as ballistae and catapults, that do Massive damage based on the size of the weapon and the velocity that it reaches. This trap must be anchored on a stable structure such as a wall or floor. It cannot be fired while in motion. This type of trap requires two people to operate. The being who aims the trap must have the crossbow skill or Grand-Master. At least one of the characters must have the Trap Making skill equivalent to produce a Massive Resettable Weapon Trap or Disable Device Level 3. As with all traps, this trap requires 30 seconds to set and fire. However, for each level of extraordinary strength that is used by the assistant, the reload time is reduced by 5 seconds. These traps must have clearly delineated markings for the area of effect. These markings can be hidden by the trap maker and should be noted in the marshal notes. Massive Mechanical Traps

This type of trap represents incredibly large traps that rely on massive physical destructive power to deliver their damage such as pit traps, rock falls, giant weapon traps and others. These traps cannot be moved and must be completely rebuilt when set off. The maximum area covered by one of these traps is a 5’ radius. Massive Resettable Mechanical

This is a massive mechanical trap that can be reset. To build one of these traps the character must have approval for the design from the plot committee. Once constructed this trap cannot be moved. The maximum area of effect covered by one of these traps is a 5’ radius. These traps may be combined to cover a greater area of effect. These traps must have clearly delineated markings for the area of effect. These markings can be hidden by the trap maker and should be noted in the Marshal Notes. Acid Traps

This type of trap represents a trap that will spray a 5’ radius with a powerful acid, delivering damage to anything or anyone in its area of effect. The physical representation for this trap must be 1 cubic inch for each point of damage to tap inflicts. This type of trap will destroy all non-metal, non-weapon or armor items in its area of effect unless a metal container protects them. Explosive Traps

This type of trap represents an explosive charge that will affect everything and everyone in a 5’ radius. The physical representation of the trap must be 2 cubic inches for each point of damage the trap inflicts. This type of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent items cannot be protected from this effect. If armor still has points left after taking damage from this trap then it is not destroyed. Massive Explosive Traps

This type of trap represents an explosive charge that will affect everything and everyone in a 50’ radius. The physical representation of the trap must be 10 cubic inches for each point of damage the trap inflicts. This type of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent items cannot be protected from this effect. If armor still has points left after taking damage from this trap then it is not destroyed. Gas Traps

This type of trap represents a mechanism that will disperse a gas up to a 5’ radius from the trap. The gas in the trap affects anyone within the 5’ radius. This trap requires a physical representation of at least 40 cubic inches. The gas does not have to be added to the trap at the time of creation. However once the gas is added to the trap the gas cannot be separated or recovered from the trap. Bombs

This type of trap represents a mechanism which can be carried easily (a legal boffer ball, red in color, no less than 5” and no more than 8” in diameter). The use of this trap requires a Level 10 Trap maker with Thrown Weapon, and Alchemy 3 in the case of a Gas Bomb Trap. If a character that does not have all of these skills even touches the bomb once it has been armed it goes off on the holder. It requires a three count to arm the bomb. You then have three seconds to throw the bomb; else it will detonate in your hand. Once armed it cannot be unarmed. If the bomb is disarmed from the wielder then it goes off on the wielder. When the bomb is activated and thrown it will only affect the first thing, person or object it strikes. The call for the explosive bomb is “20 Normal”. For the gas bomb 5 doses of a single gas poison one type must be placed into the bomb at the time of creation. These gases are considered used and cannot be recovered. The level of the trap is determined by the level of the gas placed within it at the time of creation. It is Level 11 for gas levels 1-3 level, 12 for gases 4-6, Level 13 for gases level 7-9, Level 14 for gases level 10-12 and Level 15 for gases level 13-15. The call is “<Effect Gas Poison> Burst.”

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POTION MAKINGThis is a list of the spells that can be turned into potions. Not all spells can be stored in liquid form. To produce potions a character must possess a

recipe book with the formula or recipe for each spell that he can potion. These formulas can be read and recognized as potion recipes by anyone that has the appropriate path, but are not easily reproduced. Due to the complexity of the recipes, only someone of sufficient skill in potion making and the appropriate path can reproduce the recipe. These recipes are written in the path language and do not require the Read/Write skill to read or copy. It costs 2 silver per level of the potion to copy it. A new book for recipes will cost 1 gold, not including the cost of recipes.

POTION PRODUCTIONPath Spell Level Path Spell LevelBlood Heal Wounds # Spirit Heal Wounds #

Cause Wounds # Aid 1Blood Shield 5 Empower 3Cleanse 8 Cure 4Blood Armor 10 Darkness Shield 5Blood Rage 11 Sanctuary 6

Curses Curse Shield 5 Regenerate 7Remove Curse 8 Heal 8

Darkness Cause Wounds # Spirit Form 9Spirit Shield 5 Anchor 10Create Zombie 8 Exorcise 11Create Skeleton 11 Renew 12Armor of the Dead 14 Vitality 13Create Ghoul 15 Spirit Armor 14

Fire Strike Flame 4 Time Haste 4Fire Shield 5 Time Shield 5Quench Flame 8 Time Break 9See Heat 11 Seal Fate 12Inferno 14 Restore 13

Force Force Shield 5 Thought Clear 4Deflect Weapons 7 Thought Shield 5Refract Force 8 Warding Armor 1

Glamour Enhance Strength 3 Greater Armor 3Awaken 4 Magic Armor 10Invisibility 4 Magic Shield 11Glamour Shield 5 Water Breath Liquid 3Giant Strength 10 Ice Blade 4Dispel Enchantment 13 Water Shield 5

Moon Moon Strike 4 Purify Liquid 6Moon Shield 5 Evaporate 8Eclipse 8 Water Form 9Purge 9 Wind Feather Fall 2Umbral Sight 13 Saber 4

Nature Find/Hide the Path 2 Wind Shield 5Nature Shield 5 Disperse Air 8Freedom 9 Lightning Barrier 9Revive 12 Gaseous Form 9Rejuvenate 13 Gas Shield 11Conceal 14 Cyclone 13

Stone Stone Shield 5Stone Skin 9Flesh to Stone 11Stone to Flesh 11Gauntlet 11

SCROLL MAKINGAny spell a character has in memory and is capable of casting may be made into a scroll. To produce

scrolls a character must possess a recipe for each spell that he wishes to place on a scroll. These formulas can be read and recognized as scroll recipes by anyone that has Read/Write and the appropriate spell path, but are not easily reproduced. Due to the complexity of the recipes, only someone with sufficient skill in scroll making and

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the appropriate path of magic can reproduce the scroll recipe. It costs 2 silver per level of the scroll to copy it. A new book for recipes will cost 1 gold, not including the cost for any recipes.

ALCHEMYThe art of alchemy is the manufacturing of poisons and chemicals according to strange and mystical

formula. These formula or recipes are more magic than science. These formulae can be read and recognized as poison recipes by anyone that has the Poison Lore skill but are not easily reproduced. Due to the complexity of the recipes only someone of sufficient skill in Alchemy to produce the poison may copy it without error. It costs 2 silvers per level of the poison to copy it. A new book for recipes will cost 1 gold not including the cost for any recipes.

ALCHEMY PRODUCTIONPoison Contact Ingested Gas Poison Contact Ingested GasAcid 5 - - 3 Acid 10 - - 4Acid 15 - - 5 Acid 20 - - 6Fire 5 - - 3 Fire 10 - - 4Fire 15 - - 5 Fire 20 - - 6Frost 5 - - 3 Frost 10 - - 4Frost 15 - - 5 Frost 20 - - 6Poison 3 - 3 - Poison 6 - 4 -Poison 9 - 5 - Poison 12 - 6 -Vorpal 3 2 - - Vorpal 6 4 - -Vorpal 9 6 - - Vorpal 12 8 - -Healing Salve3 2 - - Healing Salve 6 4 - -Healing Salve 9 6 - - Healing Salve 12 8 - -Antidote Ingested - 2 - Antidote Gas - - 4Antidote Contact 6 - - Alchemy Shield - 4 -Berserk 11 5 8 Binding Paste - - 6Bitter Hatred - 15 - Blindness - 3 -Command - 4 7 Corrosive Gas - - 5Enslave - 14 - Enslave Antidote - 14 -Fear 8 3 6 Feeble mind - 4 8Feign Death - 4 - Forget - 5 -Forget it Well - 9 - Forget it All - 13 -

Hallucinogen - 2 - Hate - 5 -Herbicide - - 5 Instant Death 15 9 12Intoxicant - 1 - Laughing Gas - 3 6Liquid Light 1 - - Love - 5 -Love #9 - 15 - Masking Agent 12 12 12Mixing Agent 15 15 15 Nausea 8 3 6Oil of Slipperiness - - 5 Paralysis 8 4 6Paste of Stickiness 5 - - Silence - 4 6Sleep 7 3 7 Sloth Gas - 2 4Slow Death - 4 - Smelling Salts - - 6Solvent 3 - - Stench - - 2Weakness 6 2 4 Woad 6 - -#1 Powder - - 1

ContactContact poisons must be indicated by smearing a gel-like substance on the area to be poisoned. Petroleum

jelly is fine. One dose usually affects a 1” by 1” square. You must have a marshal witness it unless you are applying the poison to a weapon blade. No substance is required when placing the poison on a weapon blade.

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Contact poisons work as Vorpal coatings when used on a weapon. The use of contact poisons requires the Alchemy 1 to apply them correctly. Ingested

An ingested poison must be put into food or drink or into a potion. If you put the poison into someone’s food you must have a marshal witness it and make motions over the food, attaching the poison tag to the vessel or handing the tag to the marshal. The poison will take effect a number of times equal to the number of doses put into the food or drink. Anyone may drink an ingested poison but it requires a character with Alchemy 2 to mix these poisons into other substances such as food. Gas

This type of poison is packet delivered and is signified by orange packets. You must yell the type of poison and “gas poison” to indicate preparation of the gas and let the other person know what affect the poison has. It requires a Alchemy 3 to activate and throw a gas poison. Acid

This is a small globe filled with acid. It causes the amount of damage indicated. Fire Gas

This is a small globe filled with a chemical substance that will explode with contact to air. It causes the amount of damage indicated. This poison is considered a Fire effect. Frost Gas

This is a small globe filled with a liquid which causes the target to sustain ice damage when in contact with the poison. It causes the amount of damage indicated. This poison is considered a Water effect. Poison

This is a poison that will cause the amount of damage indicated directly to Body points. Vorpal

This is applied to the striking surface of a weapon. It will increase damage done by that weapon by the amount indicated. This is effective on the first strike only, hit or miss. Healing Salve

When applied directly to a wound the salve will heal the amount indicated. This poison cannot be delivered by a weapon attack. Antidote

This will cure any maintained effect like Sleep, etcetera, of the same type. A gas poison will be cured by a gas antidote, etcetera, unless stated otherwise by the poison. These antidotes are specific to alchemical effect. Alchemy Shield

This will protect the recipient against the next poison they come in contact with, i.e. gas, contact or ingested. This product will protect a recipient from Natural Poison attacks as well. Berserk

This will cause the victim to become berserk attacking the nearest creature or character. This poison lasts 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Glamour effect. Binding Paste

This poison binds the target’s arms to their body making it impossible to wield weapons, cast spells, or toss poisons. This effect lasts for 10 minutes or until countered with a Solvent, Oil of Slipperiness, appropriate antidote, Freedom or Purge effect. Creatures or characters with +6 or greater strength can break out of Binding paste with a 3 count taking 6 points of damage. This poison is considered a Binding Effect. Bitter Hatred

This poison has the same effect and duration of a Hate poison but cannot be cured.

BlindnessThis poison acts as a Blindness spell, causing the target to lose their ability to see. This affect is simulated

by the loss of all weapon combat skills but still may cast spells but with eyes closed. Movement is possible with a guide. The target may not receive a killing blow unless rendered immobile or unconscious. The effect lasts 10

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minutes. The poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Glamour effect. Command

This poison acts as a Command spell. The effect lasts one hour. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Glamour effect. Corrosive Gas

This poison allows the alchemist who throws it to destroy one object up to and including the size of a shield. This poison will not affect claws or other organic (living) items. It will not create a shield sized hole in a larger structure. The alchemist must state in the call of the poison what object will be affected. It the target does not have that item then there is no affect. Enslave

The victim will perform any command given to them by the person who first speaks to them or if it is self-administered; the first voice that the victim hears besides his own. The effect lasts 30 days. This poison can only be cured by an Enslavement Antidote. Enslave Antidote

This will cure a victim of Enslave. Fear

This will cause the victim to be terrified and run only to get away from the first person or thing they see after ingesting the poison. The effect lasts ten minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Glamour effect. Feeble mind

This renders the victim incapable of thinking clearly and therefore cannot cast spells or use skills. The target does not remember anything that occurs while under the effect of this poison. This lasts 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Glamour effect. Feign Death

This poison makes the recipient appear dead. First aid and physical examination will confirm death. The only accurate way to determine the recipient’s status is by spell. This effect will last 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Forget

This will cause the victim to forget the last 15 minutes. A word or short phrase of less than 12 words will be remembered instead. The effect will be permanent unless cured within 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect. Forget it Well

Acts as a forget poison in all respects but the victim will forget the last hour. This poison can be cured by an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect. Forget it All

Acts as a forget poison in all respects but the victim will forget the last 24 hours. This poison can be cured by an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect. Hallucinogen

This causes the victim to hallucinate for 10 minutes. The victim will see visions, i.e. pink elephants, etcetera. The victim may realize that they are under the effect of a poison but can do little to help them. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. Hate

The victim of this poison will uncontrollably hate the next person they see and plot their death. The effect lasts until cured or until 30 days has passed. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect.

HerbicideThis gas poison affects only plants and creatures closely related to plants, such as Dryads, Kelpie, Thorn-

Men and molds of various types. This will cause 20 points of body damage to the creature struck. It has no effect on animal life save to use up an active Alchemy Shield.

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Instant DeathThis poison will cause death as per a Killing Blow immediately after consumption.

IntoxicantThis is an incredibly strong alcohol. The player should act drunk for one hour. This poison can be cured

by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Laughing Gas

This poison forces a victim to laugh uncontrollably for the next ten minutes. While under the affects of this poison the character is not able to neither cast spells nor take any offensive actions. The character is still able to block with weapons and move freely about but he is unable to summon the concentration or coordination necessary for offensive actions. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Liquid Light

This substance acts as a generic light. It may be phys-repped by a glow stick. Love

This causes the victim to fall uncontrollably in love with the next person of the appropriate sex they see. The effect lasts until cured or until 30 days have passed. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Love #9

This poison has the same effect and duration Love poison has but cannot be cured. Masking Agent

This substance is used to conceal the components and type of poison it is added to. The poison recipe cannot be determined. In addition the poison can be detected by a master herbalist or alchemist, and then only the presence of a poison is detected. This poison does not need a mixing agent. Mixing Agent

This is used to combine two different poisons into one, occasionally with unusual results. Only a mixing agent can mix two different poisons be put into same container without destroying the poisons. Another Mixing Agent is needed for each additional poison. Nausea

This poison will render the target too sick to any of his skills or abilities, including combat, for 10 minutes. A character affected by this poison may move at a low walk and may not speak coherently. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Oil of Slipperiness

This substance will make an object impossible to hold or an area impossible to stand on or even crawl over without something to hang on to. One dose will cover a 1-foot square area. This substance can be countered by a paste of Stickiness or a Solvent. The effect lasts one hour after exposed to air. Paralysis

This poison causes complete paralysis for 10 minutes. The victim cannot move, talk, nor cast spells. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Paste of Stickiness

This poison will act as incredible glue. One dose will cover a 1-inch square area. If on a weapon, the weapon cannot be dropped nor disarmed. If the weapon is shattered the hilt is still stuck to the hand unless the poison is countered or the one hour duration is up. This substance can be countered by Oil of Slipperiness, Solvent, Freedom, or Purge effect. Poison

This poison deals damage directly to the body of a character. Plus body does take damage first before body. This poison can only be ingested poison. It does damage in counts of 3, 6, 9, or 12. Silence

This poison renders the victim silent for ten minutes. The victim cannot cast spells or make a sound. This does not affect the calling of damage, the calling of poisons, nor Natural Attacks. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Vitality effect. This poison is considered a Curse effect. Sleep

This poison puts the victim to sleep for ten minutes. One minute of shaking, Awaken or Heal will wake the victim before then. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect.

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Sloth GasThis poison prevents a person from running, except during combat, but not to flee. While under the

affects of this poison the character is unable to summon enough strength or coordination to run. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Curse effect. Slow Death

This poison will take away half the victim’s maximum Body points immediately, and every 12 hours thereafter until cured or the victim dies. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Smelling Salts

This substance will act as an Awaken spell with respect to the effect that it will counteract. This poison is considered a Glamour effect. Solvent

This substance will negate any contact poisons. Stench

This substance will rob a character of his Keen Scent for one hour or negate the bonus for Keen Scent when tracking. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. Weakness

This poison acts as the spell of the same name. The effect lasts ten minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. This poison is considered a Curse effect. Woad

This provides one Battle Rage as per Racial Skill that must be used within one hour of application. Control Rage or contact Antidote will negate the effect. After one hour, the Battle Rage will activate automatically. #1 Powder

This powder provides the explosive power required for explosive traps, massive explosive traps and cannons.

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COMBAT

Calling DamageBoffer combat is conducted by saying aloud a damage call, and 'striking' your opponent with your

weapon. A damage call includes a number and a damage type. The number is the damage amount that can be called with that particular weapon. The weapon type, such as long sword or a claw, and any strength bonuses or skills the character has in that weapon determines this number.

The damage type is typically one of four types: normal, iron, silver, or magic. Normal weapons will have a damage type of 'Normal'. This is by far the most common damage type. Silvered weapons will have a damage type of 'Silver' and magic weapons are 'Magic'. The resulting damage call will be something like 'Three Normal' or 'Five Silver'. Certain damage types will not affect some monsters, for example Lycanthropes would only be affected by silver or magic. When a damage call is made, the damage type must be specified.

Some spells can change this damage type, allowing normal weapons to call magic, or by granting a different call, such as 'fire' or 'ice'. For example the spell Ice Blade will add an additional 5 points of ice damage to your call. If you would normally call '3 Normal' this would become '8 Ice'. If you were using a magic weapon, the call would be '8 Magic Ice’; the damage call itself is an out-of-game call. If a character is mute, has been silenced, or some other similar effect, the player can still make the damage call. Also, the damage call must be made individually for each weapon the character is fighting with.

You must call your damage on your first swing and must call it again every 30 seconds during combat. Swings should be a 90 degree movement of the elbow, for example short quick thrusts for a dagger while a long sword requires more of a swing. This is to prevent unrealistic and unfair combat. Tapping your opponent a hundred times a second without actually stating the entire call each time is called "drum rolling" or "machine gunning", and all those hits will either be discounted or considered as one or maybe two hits.

On the opposite end of the spectrum is a "baseball swing" or "golfing.” Winding up striking your opponent as hard as you can is flagrantly unsafe. A swing should end in a tap only hard enough for your opponent to know he has been struck. Remember to keep in the spirit of the theatre of the game. People that are reported as hitting too hard or fighting unsafely will either have their weapon skills removed or be expelled from the game if the circumstances are severe enough.

Each time you are tagged by a legal strike, you subtract the damage number called from your total hits. Your total hits include your current armor value, any armor protective’s you have, any body protective’s you have, and your current body amount. If you take sufficient damage to bring you to zero, fall unconscious, and will wake up in ten minutes one body point. If you are brought below zero, your current total is -1, and you begin to bleed to death. You can never be less than -1. This is called “bleeding out,” and is covered under Life and Death later in this section. Charging

Charging is when a player intentionally or unintentionally runs into another player. Any physical contact during combat is prohibited. If a player is running out of control and cannot stop or has body contact with another player, that is considered charging, and is illegal. Crowding

Crowding is when any person or group crowd and another participant in such a way to make it difficult or impossible for him to safely wield his weapon or move without making physical contact; for example, would be cornering a player indoors (so they cannot back up or move out of the way) and getting too close for him to swing his weapon. If a player is capable of backing off or moving aside, this is not crowding. However, if a group surrounds another player, even outdoors, and they cannot move safely nor swing their weapon legally, this is crowding. When in combat, all combatants must give each other enough room to fight safely. Due to issues, offenses of crowding and charging are serious. Crowding also includes intentionally moving into another player's way to prevent them from attacking someone. While this is the staple of such heroic fantasy, you must accept that you are intentionally placing yourself in a position where physical contact may result.

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DefensesIn combat, there are a number of abilities, skills, and spells that allow a character to defend against other

abilities, skills and spells. Some examples of these are Fire Shield, Parry, Evade, Capture Magic, and Resist Poison. Each of these has specific abilities, spells, or skills that they will directly counter. If you possess any of these special defenses and are hit with something that they counter, you have three seconds from the time of effect to call the appropriate defense. You must also make this call before you deal any other attacks or put up another defense. If a person has a defense and does not call the appropriate defense at the time of effect, then the defense is used and does not protect the character. This applies to spell defenses that automatically protect the character from the next appropriate attack, not abilities nor skills that the character can choose when to activate. Certain special circumstances, such as a large combat in which one cannot hear another's calls, makes the calling of defenses difficult and both sides must understand.

Under normal circumstances a character will take damage in this order: Armor/Natural Armor (including Barkskin and Blood Armor) Armor Protectives (Greater Armor then Armor) Body Protectives (Empower then Aid spells) Body

Also, spell defenses are always lost in the order of most general to the most specific. For example, a Magic Shield that will block any spell will always be lost before a Fire Shield that only blocks fire spells. Fate of Party

This is similar to the Run Rule except that it is not specific to fleeing. If for any reason you cannot continue an adventure or encounter and your character cannot leave the adventure in game, your character can be considered still with the party even though you are not. However, the worst fate of any character in that party is assumed to happen to your character also. If you take the Fate of Party and a member of that party is captured or killed, then your character has also been captured or killed. You can not Fate of Party to someone that is doing a physical challenge to get something done. Holds

A hold is a call that immediately stops game. Whenever the word “Hold” is called, everyone that hears the call should repeat it and go to one knee until everyone stops. Game stops the moment a hold is called, and all actions that occur after the hold is called did not occur. If someone approaches an area that is in a hold, inform them of the hold.

A hold can be called for specific reasons. The most important reason to call a hold is safety. A hold can be called for any situation that could be potentially dangerous to any player. This could be if player is about to back into a table, trip, step on someone, or anything that could be harmful to any player. This includes damage to property as well, as stepping on someone's shield, or someone’s contact or eyeglasses. A hold can also be called when a marshal is needed for a rules clarification; you are unsure of the effects of a spell; someone is claiming outrageous abilities that you want verified; or someone is fighting in such a manner that can be dangerous to other players, such a person should be reported to a marshal for disciplinary action.

During a hold the game is stopped. Your character is suspended in time. Don't be looking around to see if anyone is sneaking up behind you. Talking to companions in game, planning strategy, pointing out items to companions, or otherwise taking advantage of the hold is cheating. This brand of cheating is called meta-gaming and will not be tolerated. The only topics of discussion during a hold should be the reason the hold was called. When the hold is resolved, everyone returns to position before the hold was called. When everyone is ready to resume play, the person who called the hold or a marshal will call the lay-on. Announcing "3...2...1...Lay-on!" loud enough for everyone to hear, and play will continue. Killing Blows

Once an opponent is completely helpless or immobile, He can be killing-blowed. There are several ways to render an opponent completely helpless: spells, poisons, tying them up physically making them immobile from the neck down, or hitting them until they are unconscious. Once they have been incapacitated, they can be killing blowed. This kills the opponent and puts him beyond help of healing spells. A Killing Blow can be delivered by anyone whether they have a weapon or not. You must stand over the victim placing your weapon or your hand their torso and remain that way while you recite, “Killing Blow one; Killing Blow two; Killing blow three." If anyone strikes you during the count or knocks your weapon away then the Killing Blow is interrupted and does not kill the person. The killing blow only counts as one strike. Once you have been given a Killing Blow, you first turn over your life tag to whoever killed you or a marshal. If that person is forced to flee the scene by the tides of battle, you must find that person or a marshal as soon as possible and give him your life tag. Failure to do so is cheating and will be dealt with as cheating. When a character is affected by a Killing Blow, active spells and poison effects which do not require a specific antidote or have no antidote i.e. most High Magic, Love 9 poison, Enslave effects, etc. are removed.

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Legal TargetsThere are some parts of the body that are not considered safe targets in boffer combat, therefore strike to one of

these areas will not count if struck. These areas are the head, including face, neck, and throat; the hands from the wrist out, and groin. Anywhere else on the body is a legal. Repeated strikes in off-limit areas will result in removal of the weapon skill or other punitive action.

On the same note, a player cannot block any blow with a restricted area of the body. However, no area of the body is restricted from spell packets. Anywhere is a legal strike with a spell packet. This DOES NOT mean that you can aim for someone's head or groin with a spell packet to gain an advantage over them or as they recover from the effects. This is unsafe. Accidents will happen, but repeat offenses will result in punitive actions. This is intended to be a fun and safe game.

A legal hit is any strike that is not blocked nor deflected. It is this area where the honor of the player comes to call. It is a judgment call if any particular blow hit the shoulder, or was it really the neck, if it hit the ground before hitting the foot. People will notice if all judgments are in your favor. Other players will quickly realize if you are counting your hits, claiming valid blows were not legal hits, or otherwise playing with honor. Be honest, else no one will be honest with you, and don't cheat. Life and Death

Your character is dead when: one-minute after you are brought to -1 body point (you bleed to death) or you are killing blowed.

A Renew spell will restore your character to life. But if your character does not receive a Renew spell within 4 minutes of being killing blowed or bleeding to death, your character must go resurrect.

Character resurrection is simple. Once your character has died, and the time limit for a life spell has passed, you must put all your game items on the spot where you died and put on a white headband indicating you are out of game. At that time you can choose where to resurrect. Your spirit can only travel up to three days (no more than 200 miles if moving non-stop) before your spirit becomes too weak to any type of resurrection. You must know of someone who can resurrect you. If you have allegiances to the White Mages, you can try to find a White Mage, or if you have allegiances to the Druids, you may attempt to find a Druid, for them to resurrect you. If you are resurrected, you restart with all unused game skills and full body. All active spells, monster and poison effects, which do not specifically state that they follow character's spirit, are removed from the character. Or you can find a marshal and resurrect anywhere (the marshal will decide if you find someone with the ability to perform the resurrection). A person with the Path of Spirit and the skill Field Resurrection may perform a Resurrection that takes 10 minutes, instead of an hour, but the character would lose all their in-game skills, Mana, (for one day) and resurrect with 1 body point. The people who will do Resurrections are the Druids or any other character with Path or Spirit and can cast the Resurrection spell, or a qualified marshal. They will ask for your character card and assemble a pick bag. There will be 10 white stones, minus the number of deaths your character has taken, but with a minimum of one white, and a single black stone. You make a pick, if it is white your character returns to life with memory up to the point of unconsciousness, unless precautions were taken such as poisons, or if you pick a black stone, your character has permanently died and you must create a new character. There will always be at least one white giving your character a minimum of a 50% chance returning to life.

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Magic Items Magical artifacts such as wands, scrolls, swords, etcetera, can be found as treasure, bought, traded or in some

way acquired, and even made, by players. A scroll is used when a character with the appropriate path of magic reads aloud from a scroll in his possession. This action activates the magic in the scroll and allows the spell to be cast without using any Mana from the caster's Mana pool.

A potion is used when all of the contents of the container are consumed at' once. This releases the magic of the potion and the spell effect occurs upon the one who drank the potion. The effects of potions bypass spell defenses such as Fire Shield. Resists and other "smart" effects can still be used to stop the effect. A potion attached to a phys-rep can be immediately used, as quickly as the player can motion drinking the phys-rep. If for some reason the potion tag is not attached to a phys-rep. a three count must be performed before the potion can be consumed.

Magical items come in a variety of forms and types. One type of magical item is the "Times Ever" item. This type of magic item allows the character to cast a particular spell or create a specific effect a limited number of times ever. This item does not recharge or regain its magical abilities. "Times Ever" items are used when the character says. "Activate <Spell Name or Effect Name>".

Another type of magical item is the "Times per <Period of Time>." This type of magical item stores specific spells or effects that are usable a number of times per hour, day, week, etc. This type of magical item does regain its magic according to its cycle. "Times per < Period of Time >" items are used when a character says. "Activate <Spell Name or Effect Name>."

A third type of magical item is a Mana item. This item stores raw Mana, which may be used to fuel any spell, or specific Mana, such as Fire Mana, which can only be used to fuel fire spells. Mana items may or may not be rechargeable.

A fourth type of magical item is a continuous use item that while activated provides a skill, spell, or effect for a predetermined amount of time. For example, a staff that grants the character +1 skill for 24 hours.

The last types of magical items are permanent items. These items generate an effect that is always in operation. This is the case with a magical sword or a belt of strength. Physical Contact

At no time should any player come into direct physical contact with another player. The only type of contact allowed is by spell packet or by boffer weapon. This means that hitting, kicking, punching shoving, tripping etc. are all strictly illegal within the combat rules for obvious safety reasons. Therefore all PCs and NPCs must have boffer weapons; even those weapons are representing claws or fists. These natural type weapons cannot be disarmed by spell or skill. The only exception is if the you clearly ask if they accept your request for physical roleplay. Pinning and Trapping Weapons

Because physical contact in combat is illegal, the pinning of weapons is restricted. Most of the moves to free your weapon, such as hilt bashing, shoving or kicking, are illegal or dangerous in combat.

Pinning of weapons can only be done with another weapon, and only outdoors. The limited mobility indoors creates an unnecessary chance of injury trying to free a weapon. If your weapon is pinned, you may pull the weapon straight back to free it. Backing up is fine, but shoving the person back or charging is not allowed.

Weapons shaped in such a way as to trap weapons, accidentally or by design, are forbidden, unless you have the skill Capture Weapon. Any weapon that is reported as trapping weapons will be removed from game. The weapon marshals have the right to reject any weapon. Repairing Armor

Manufactured armor may be refitted or repaired. The refitting of armor that has not taken a breach takes one minute. This is armor that is not at its full armor value but still has at least one point of armor left. A character that is refitting armor cannot cast spells, throw poisons, run, or engage in combat in any way without restarting his count from the beginning. When the count is finished successfully, the armor will have its maximum armor value. Repairing armor involves a suit of armor that has no armor points remaining. This is called a breach and will permanently remove three points of armor from the suit. A character can combine two suits of armor to repair the damage, gaining one suit of armor with more armor points. A character doing this adds 1/2 the value of the smaller suit to the maximum value of the greater suit. The most common method of repairing armor is through the production of Breach Suits. A Breach tag has the exact same costs and prerequisites as a 6-pt suit of armor. After a suit has been breached then any Armor Smith can spend one minute repairing the armor and expend a Breach tag fixing one breach (3 points) in the original suit of armor. The Armor Smith can repeat the process to repair more then one breach. Enhanced suits of armor may require special Breach tags created from the either 6 Ore 2s or 6 Ore 3s components as specified by armor. The last method of repairing manufactured armor is through spells such as Restore and Mend. The use of these spells upon a suit of all armor will instantly bring the suit to its maximum value.

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RUN RULE If any player is physically unable to run do to an injury or another reason, that player has the option to

invoke the Run Rule. This allows the player to link their life to another character. If that character is captured and their stuff is taken, it is assumed that the same happens to the character that invoked the rule. The run rule only applies when the party or member of the party is leaving the adventure, going away, or otherwise trying to escape. You cannot invoke the run rule because you are a slow runner; only a physical inability to run qualifies. TAG RINGS

When the character begins an event, the player will have a set of permanent tags that he must keep track of their character's status. There are two main types of tags in the permanent set: the active and the inactive. Anything that is actively on the character, such as Body points, active spells, unused the Special abilities and per day skills are stored on your active ring. All other permanent tags are stored on the inactive ring. So that when they are restored, (i.e., the beginning of a new game day, when the any character is healed or given spell protections) the character can move the appropriate tags from the inactive ring onto the active ring. In a similar fashion, after a combat, the character will update his active ring removing any used skills or damage from the active ring to the inactive ring. It is very important to maintain these rings when you have the opportunity. Other tags that the character may receive during an event are temporary tags. These tags include armor, poisons, spells, and MANA. These tags represent the character's possessions and certain skills. Like the permanent tags, the character should update these when they have the opportunity (i.e. ripping off type breached armor, used MANA and other possessions). A player may carry and use one extra tag above and beyond what he is capable of phys-repping. This tag can only be for an item that the player is the carrying the phys-rep for. For example, a character is carrying a suit of armor, carrying a bow, a long sword, and a shield. This character may carry an extra suit of armor or an extra bow or an extra long sword or an extra shield. He may only carry one of the above. Though, the character may not carry an extra pole arm because it is too large. This does not apply to breach tags, arrows, darts or other very small thrown objects. Underwater Combat

In some specific instances, characters must travel under the water and adventure under the waves. When this is necessary, there are rules that govern interaction under the water.

A character may hold his breath for two minutes. This is regardless of how much activity the character undertakes. If the character possesses the skill Underwater Combat, then they may hold their breath for an additional two minutes, for total of four minutes. At the end of this time the character falls unconscious, and then begins a count as if they were -1 total body. They do not actually lose any body or Protectives if the character is revived before the one-minute has ended. At the end of the count, the character is considered dead (affected by a successful Killing Blow).

While in combat, all creatures regardless of their origin move at full speed (at whatever speed the player can move). When fleeing combat or for general movement, creatures (monsters) native to the water are the fastest. The second fastest creatures (humanoids) are those who are native to the water and possess the skill of Underwater Combat. The third fastest creatures (humanoids) are those not native to the water with Underwater Combat skill or those native to the water that do not possess the skill. The slowest of creature is that which is not native to and does not possess the skill of Underwater Combat.

In combat under the water, creatures native to the water (monsters) call normal damage as they are assumed to possess the skill of Underwater Combat innately. Player Characters and others with Underwater Combat skill may call full damage with their weapons while under the water. However, the type of weapon the character is using may modify that damage call. Blunt weapons have no base damage under the water. Normally, the NPCs are briefed to take half damage from all attacks except for spells, natural attacks, and poisons. The characters with the Underwater Combat skill and using crossbows or spears are asked to call double damage. Other characters just call their normal total damage.

Gas poisons do not work unless the character possesses the Underwater Combat skill. All other poisons work normally.

Blunt weapons have no base damage and still inflict half damage. Crossbows and spears cause full damage even if the character does not possess the Underwater Combat skill. All other weapons inflict half damage.

Most spells function normally underwater. If there is a difference in the effect then it will be noted in the spell description.

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MAGIC The Workings of Magic

Magic in the Westmark game is based on Mana, ambient energy that flows through the entire universe, inhabiting all life and forms, manipulation of this energy is known as Magic. Magic is divided into a number of Paths, ways of understanding and qualifying the ebb and flow of Mana through the universe. Each Path deals with one aspect or element, making it easier for the magician deal with the raw Mana. When purchasing Mana, his character is really enhancing his ability to channel and control Mana, allowing him to create more or greater magical effects.

Magic is simulated using small squares of cloth filled with birdseed. To cast a magical spell, the caster must know the spell in question, have enough Mana to fuel the spell, speak the incant aloud, and have one hand free to cast the spell. The incant must be completed successfully without the caster taking body damage, being rendered immobile, knocked unconscious, or killed. Upon successfully completing the incant, the caster then has three seconds to throw the packet at his target else the spell is wasted. The incant, or the spell’s verbal component is in game and be understood by anyone who hears it. When the packet is thrown and hits the target (perhaps an unintentional target), the spell is cast successfully on the target. If the target successfully dodges or counters the spell with an appropriate skill or the incant is incomplete or incorrect, the spell fails. The whole body of the opponent is legal target; even their clothes, weapons, and shields, or anything the target is holding or wearing.

A character does not have to memorize a spell each day to cast that spell, but the character must still commit each spell to memory at some point, so he can cast it. Each spell that a character knows will be listed on his spell knowledge character sheet. When a character wishes to commit a new spell to memory must have access to a scroll with that spell on it. He reads the scroll, using up the magic of the scroll and the scroll is destroyed to imprint the knowledge of that spell to his memory.

Each spell or magical effect requires a specific amount of Mana to power it. This Mana either comes from the character's Mana Pool or from a magical item. Each day, the character's Mana Pool is replenished with the rest of his skills. And, each spell has a duration of effect specified in the spell description.

When a character is first created and buys their initial path(s), that character gets randomly picked spells for each path to begin with. For the first path the character buys with the initial 25 character points, the character starts with 4 plus their level spells. If that path has a damage effect (or healing effect in Spirit) the character automatically receives it automatically and it counts as one the picks. And, each additional path afterwards, the spells known will be one less than the previous path chosen. Paths obtained after the initial 25 character points will have only the damage (or healing effect) effect if the path. The other spells must be learned in game from scrolls. Some spells and paths are not available to beginning PCs and must be learned in game; all such spells are indicated by being italicized. Spell Crafting Lab :

To research new spells you must have access to a crafting lab. These labs cost 30 gp to stock and set up. As with other labs, there are 3 slots in the spell-crafting lab. If the lab is used for any other purpose the spell crafting must be restarted from scratch. A spell-crafting lab is good for only one path of magic. For each path added to the lab’s capability it costs an additional 10 gold in materials.

For a player to research a new spell, he will need a Spell Research Lab of the appropriate path. It will cost the player one silver per level of the spell, and take one week per level of the spell. At the end of research a bag pick will determine if the research was successful. The bag pick may be affected as follows:

Level of spell higher than player--------+1 failure per level difference Level of player higher than spell--------+1 success per level difference Extra spell caster researching------------+1 success per spell caster Paths of magic known to spell caster---+1 success per path

A slot in the lab is required for each spell caster researching the spell. The cost of research is increased by 50% for each spell caster after the original spell researcher. For example, a mage decides to research a 7th level fire spell. Plot pre-approves the spell, the player gets another mage with path of fire to assist research, arranges two slots in a lab with path of fire, and pays 10.5 silver to start research. After seven weeks, Plot makes the bag pick to determine success. In the bag go three black beads, one plus two for 7th level spell vs. 5th level mage; 6 white beads, two white beads plus, three beads the mage knows three spell paths, and one bead for the extra researcher.

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Learning New Paths/Spells:A spell caster may learn a new path of magic or an in game spell with a spell research lab. The spell or

path must be in the Labs library. It will take one week per level and cost one silver per level for a spell. For a new path it will cost one gold and take four weeks to complete the study. The player will need the character points to buy the new path of magic. To place a spell in a labs library, it will cost the mage two silver per level of the spell, and take one week per level of the spell.

SPELL CLASSIFICATIONS

AuraThis type of spell creates a protective field around the recipient that will activate under a defined set of,

circumstances, such as the first legal melee-weapon strike on the target. Berserk

This effect causes the target to fly into a rage, attacking the nearest creature until either the target or the creature is unconscious. The target will continue to attack any creature nearby, friend or enemy, until the duration ends. Binding

This type of spell creates a quasi-physical force with the magical energy preventing part or the entire target from moving. These spells can be overcome with raw physical power. Creatures attempting this must have an Extraordinary Strength attribute or spell that duplicates the effect equal or greater than the level of the Binding spell and must perform a 3 count. This causes damage of the appropriate type equal to the level of the spell. Blade

This type of spell creates a magic effect that the creature can later call upon to enhance their weapon, natural or manufactured, damage. Command

This type of spell compels another creature to obey the next command given by the caster. The type of creature affected by the magic, types of commands that can be given, and the appropriate defenses are listed under the given spell. This type of spell does not grant the ability to communicate with the target unless it specifically states in the spell description. Curative

This type of spell restores the health, body points, or limbs of living creatures upon which the spell is cast. The specific damage or maladies that the spells are effective against will be listed under that spell description. Death

This type of spell causes the target of the spell to suffer an effect or damage so extreme that the being is reduced to negative body points and instantly killing blowed. Some powerful creatures are not instantly slain by these spells but suffer great damage from them. Deprive:

This type of spell deprives the target of their ability, sense, or skill. The ability, sense, or skill will be specified by the spell and will be listed under the spell description. Destroy

This type of spell will render any item up to and including a door (8' by 5') useless. The item affected by the spell is considered to be demolished to the point where it can be put to no real use. This spell will not create a hole in a larger structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because it has not beer properly activated. This does not apply to gas inside traps. This type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell description. Destroy Weapon

This type of spell will render an item up to and including a shield (36" by 36") useless. This includes any item produced by the Weapon Smith skill regardless of the actual size. It does not include armor as a whole, but can be used to destroy pieces of armor individually. The item affected by the spell is considered to be demolished to the point where it can be put to no real use. This spell will not create a hole in a larger structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because it has not been properly activated. This does not apply to gases inside traps. This type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell description.

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Destroy 10'This type of spell will render any item up to a 10' by 10' by 10' useless. This spell affects only non-living,

inanimate objects. . The item affected by the spell is considered to be demolished to the point where it can be put to no structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because it has not been properly activated. This does not apply to gases inside traps. This type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell description,

DetectThis type of spell allows the caster to sense the presence of a specific item, condition or energy. The spell

works on a single area, object or person per casting of the spell, multiple castings of the spell on the same target by the caster may gather more specific information about the nature of the item, condition or energy. Disarm

This type of spell forces the target of the spell to drop specific items from his hand or hands, as the case may be. The target may not be able to retrieve the item lost to the spell for a count. Limitations on the size or type of items will be listed in the spell descriptions. Dispel

This type of spell will permanently remove all non-permanent enchantments or effects of a specific type from the target creature or item. It may also do damage to specific types of creatures closely linked to the type of magic being dispelled. Fear

This type of spell forces the target creature to regard the caster as his greatest fear. This will cause the target to flee the area of the caster as quickly as possible. Feeble mind

This type of spell robs the target of the ability to use any in-game skills or items and reduces him to the mentality of an average 3-year old child for the duration of the spell or effect. Forget: This type of spell wipes out the memories of the target for the amount of time specified in the spells description. Usually, this loss is permanent unless the target can get the appropriate counter spell or effect within 1 minute of the casting of the original spell or effect that removed the memories. Form

This type of spell either transforms the target into another substance or energy, which imbues him with certain immunities and abilities while the spell is in effect. If anyone in a form that is not affected by an attack deliberately blocks an attack from hitting someone else, the intended target automatically takes the effect. This is the marshal's call. A being that is alive or is still within the time of a life spell cannot be taken into a form with another being. Glyph

This type of spell involves the caster inscribing a magical symbol on an object and possibly imbuing it with certain spells. Glyphs cannot be moved more than 5' from the original casting position even if the command word is known. Immobilize

This type of spell prevents the target from moving all or part of his body. This spell does not utilize binding effects which can be negated by makes the person's own power. Life

This type of spell will restore to life a character that has not been dead for more than 4 minutes. Light

This type of spell will generate lights that will last 24 hours or until exposed to Sunlight. Mending

This type of spell fixes damage or restores an item that has been damaged. Protective

This type of spell will help protect a recipient from physical or magical damage, usually by adding bonus points to body or armor. Rune:

This type of spell is similar to a Glyph except that the Rune is either in constant operation from the moment it is cast or it is activated by a specific is command word. A Rune may be moved from it original position without destroying the magic or setting off the effect. Sever

This type of spell or effect renders a limb useless, or removed from the body.

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ShieldThis type of spell blocks the next spell to effect specific to that shield that strikes the recipient. This is

automatic and cannot be turned off. No shield will protect against an alchemical attack unless specifically stated in its description. Sleep

This type of spell will place the target in a deep magical slumber from which he must be Awakened, Dispelled, Suppressed, or shaken for a full minute to awake from. Stun

This type of spell will render the target unconscious or insensate for a period of time designated in the spell description. The victim of this spell cannot be Awakened or shaken awake. Summoning

This type of spell will summon a person or creature specified by the spell. That person or creature is not required to answer the summoning. Most creatures that answer the summoning will be required to perform the first command given by the caster. Although, the decision as to whether or not a summons works is in the hands of plot. The caster is responsible for providing the NPCs necessary to complete the spell if it is successful. Trample

This type of attack allows a massive creature to do damage by running over/through characters. The Npc spreads their arms and calls damage or effect, Trample and charge foreword in a safe manner All who a touched by the area take the damage effect. For example a bull charges with the call “8 knock back” any in the area take 8 points of normal damage and are thrown three feet sideways. A woolly Mammoth played by two Npcs may call 50 maim Trample and every player struck would take the effect from each Npc that they would come in contact with. Trample is mostly uni-directional. Travel

This type of spell will enable or disable travel as described in the spell. UtilityThis type of spell has a specific effect that does not fall into any of the other categories. Wall

This type of spell will create a wall or barrier. The size of the wall, the duration, and other properties will be listed in the spell description. No Walls are solid. If the wall does not inflict damage then any creature or object in the way when the wall is cast will be gently moved to the side of the wall furthest from the caster. Weakness

This type of spell will make a creature swing for less damage than normal. This type of spell does not alter the total strength of the creature for the creature.

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PATH OF BLOODLevel SpellBy Your Blood, I …# Heal # Wounds# Cause # WoundsBy Your Heart's Beating, I…2 Detect Taint3 Weaken4 Stop5 Blood Shield6 Taint7 Enrage8 Cleanse9 Paralysis10 Blood Armor11 Blood Rage12 Slay13 Waste14 Forbid [Skill]15 Blood Gloat

Heal Wounds Instant (ANY) ManaBy Your Blood, I Heal # WoundsThis spell allows the caster to heal the wounds of another character whether caused by damage, poison, or, magic. ‘#’ is equal to the spell points used.

Cause Wounds Instant (ANY) ManaBy Your Blood, I Cause # WoundsThis spell allows the caster to do # body damage to a target. The target must have a metabolism. ‘#’ is equal to the spell points used.

Detect Taint Instant 2 ManaBy Your Heart's Beating, I Detect TaintThis spell allows a caster to determine if Alchemy or Path of Blood affects a body or object. Multiple casting of the spell will determine what the effect is.

Weaken Line of Sight 3 ManaBy Your Heart's Beating, I Weaken YouThis spell causes a target to become weak, forcing them to cause –5 points of damage with all weapon attacks. The lowest damage that anyone can do is 0 damage. This effect is not stackable. The spell will remain until DISPELLED or target breaks line of sight for 10 seconds. The target of the spell must have a metabolism.

Stop Line of Sight 4 ManaBy Your Heart's Beating, I Stop YouThis spell causes a target to lose the ability to walk, or run. The target may not move their legs while under this spell. The spell lasts until the caster loses line of sight for ten seconds or the caster loses consciousness. Others may move the target under the spell and may still fight, speak, or cast spells. The spell lasts until line of sight is broken for 10 seconds or the caster become unconscious. The target must have a metabolism.

Blood Shield Indefinite 5 ManaBy Your Heart's Beating, I Create a ShieldThis spell creates a protective field that will negate the first blood spell or effect that strikes the recipient. The spell is called Blood Shield

Taint 1 Hour 6 ManaBy Your Heart's Beating, I Taint YouThis spell causes the target to come under a powerful taint that prevents the target from wielding a weapon, casting spells, throwing poisons, engaging in combat or running until cured. This spell can be cured by a PURIFY LIQUID, CLEANSE, HEAL, or REJUVINATE. The target must have a metabolism.

Enrage 10 Minutes 7 ManaBy Your Heart's Beating, I Enrage YouThis spell sends the target into a fit of rage. The target will attack the nearest opponent until they run out of opponents. The caster may direct the target at the start of the spell if they can communicate. The target must have a metabolism.

Cleanse Instant 8 ManaBy Your Heart's Beating, I Cleanse YouThis spell negates the effects of most magical or alchemical poisons. Cleanse cures many carrier effects such as paralysis, poison, or nausea. It does not remove damage done by these effects.

Paralysis 10 Minutes 9 ManaBy Your Heart's Beating, I Paralyze YouThis spell causes the target to become rigid and unable to move. The target is unable fight or cast spells. Others may move the target. The target may receive a killing blow. The target must have a metabolism. Blood Armor Indefinite 10 ManaBy Your Heart's Beating, I Create Blood ArmorThe spell creates a magical aura that that grants the recipient 20 points of natural armor until it is destroyed. Once these points are destroyed, the spell ends. A target may have only one BLOOD ARMOR on at a time, and it does not stack with Barkskin. If a second BLOOD ARMOR is cast on a target the first spell dissipates. The target of Blood Armor must have a metabolism.

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Blood Rage 10 Minutes 11 ManaBy Your Heart's Beating, I Blood Rage YouThis spell sends the target into a fit of Blood Rage. The target gains the benefits of Blood Rage as per the skill. At the end of combat or when 10 minutes has elapsed the character falls dead and begins his death count. The character will attack anyone. The target must have a metabolism Slay Instant 12 ManaBy Your Heart's Beating, I Slay YouThis spell stops a target's heart beating. This spell counts as a killing blow. Blood Shield or Magic Armor may block the spell. The target of this spell must have a metabolism.

Waste Instant 13 ManaBy Your Heart's Beating, I Waste YouThis spell causes the target to lose the use of its arms and legs for the purposes of locomotion, manipulation, wielding weapons, or any other Objects. This spell will not function on creatures with any type of massive size ability or that have more than four limbs. This spell is negated by REGENERATE, RESTORE, or CLEANSE for each limb or a single DISPEL ENCHATMENTS will give the target the use of limbs again.

FORBID 1 DAY 14 MANABy Your Heart's Beating, I forbid you to <Skill>This power allows the caster to restrict the target from using one specific skill. That skill cannot be used by the target until he resurrects, a CLEAR, or DISPEL ENCHANTMENTS, This does not affect skills dependent on the skill that has been nulled; however, any skill that directly uses the forbidden skill cannot be used as well. For example, forbidding Read & Write will someone from being able to produce poisons or scrolls, but does not prevent the target from using those items. If a weapon damage skill or backstab is forbidden, then the target’s maximum damage is reduced by the one skill. This power cannot be used against racial abilities that are in continuous effect nor to forbid the target from using mana.

Blood Gloat 10 Minutes 15 ManaBy Your Heart's Beating, I Create a Blood GloatThis spell causes all within a 5’ radius to go into BATTLE RAGE. Each target gains 10 body and does +2 damage on their attacks. Those affected will attack all standing opponents until they see no more targets. The only ones the targets will not attack are those under the spell and the caster. At the end of the spell those under the spell will go to 0 body. The targets must have a metabolism.

PATH OF CURSESBy the Burning of my Blood, I. . . Level Spell1 See Curse2 Sloth3 Weakness4 Silence5 Curse Shield6 Blindness7 Ruin8 Remove Curse9 Paralysis10 Pain11 Rage 11 Forgetfulness12 Confusion13 Waste14 Undeath15 Death

See Curse Instant 1 Mana By the Burning of my Blood, I See the Curse upon youThis spell allows the caster to detect the presence of a curse upon the target. This spell will not reveal the exact curse, but subsequent castings may reveal the spell. An active CURSE SHIELD will negate this spell.

Sloth Line of Sight 2 ManaBy the Burning of my Blood, I Curse You with SlothThis spell causes the target to be unable to run. The target is able to move, attack, defend, and cast spells normally. However, the target is unable to run or move at any pace faster than a normal walk when attempting to leave combat. This curse will remain in effect until the target can break line of sight for 10 seconds, or until REMOVED.

WeaknessLine of Sight 3 ManaBy the Burning of my Blood, I Curse You with WeaknessThis spell causes the target to become weak, forcing him to cause -5 points of damage with all weapon attacks. The lowest damage that anyone under a WEAKNESS will call is zero. This effect is not stackable. The curse will remain until REMOVED or until the target can break line of sight for 10 seconds. This spell is not cumulative with other damage reducing spells or effects.

Silence Line of Sight 4 ManaBy the Burning of my Blood, I Curse You with SilenceThis spell causes the target to lose the ability to speak. SILENCE will prevent the use of spells, magic items that duplicate spells, and scrolls. The curse will remain in effect as a WEAKNESS. This curse does not affect the calling of damage from a weapon or the calling of gases.

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Curse Shield Indefinite 5 ManaBy the Burning of my Blood, I Create a Shield This spell creates a protective field that will negate the first CURSE spell or effect successfully cast upon the recipient. This spell will not block alchemical substances. This is called CURSE SHIELD.

Blindness Line of Sight 6 Mana By the Burning of my Blood, I Curse You with BlindnessThis spell causes the target to lose his ability to see. This affect is simulated by the loss of all weapon combat skills. The target may cast spells but must do so with his eyes closed. Movement is possible with a guide. The target may not be killing blowed unless first rendered immobile or unconscious. A person with BLIND-FIGHTING skill can ignore this effect and fight normally. Ruin 7 Days 7 ManaBy the Burning of my Blood, I Curse You with RuinThis spell causes the target to take double damage from any spell or weapon attack. This effect remains until REMOVED or the duration ends.

Remove Curse Instant 8 ManaBy the Burning of my Blood, I Remove Your CurseThis spell removes all curse spells and effects from a target. An active CURSE SHIELD will prevent the curse from being removed but will be used up in the process.

Paralysis 10 Minute 9 Mana By the Burning of my Blood, I Curse You with Paralysis This spell causes the target to become rigid and unable to move. While under the effects of this spell, the target is vulnerable to a killing blow. In addition, the target is unable to speak, use spells, or magical items. This spell lasts for 10 minutes or until REMOVED. This is not a binding spell. The victim can be killing blowed and searched while under its effects. This spell will not function on creatures with no metabolism.

Pain Instant 10 Mana By the Burning of my Blood, I Curse You with PainThis spell causes the target to be wracked with pain, being stunned for the next 10 minutes unless protected by an active CURSE SHIELD or immune to curses. While stunned, the target is vulnerable to a killing blow and cannot move or use any game skills.

Rage 10 Minute 11 Mana By the Burning of my Blood, I Curse You with RageThis spell causes the target to fly into a blind rage, attacking the nearest creature until either the target or the creature is unconscious. The target will continue to attack the next creature he sees until 10 minutes has elapsed, the spell is REMOVED, or the target is dead.

Forgetfulness 1 Hour 11 Mana By the Burning of my Blood, I Curse You with ForgetfulnessThis spell causes the target to forget the last ten minutes of time and all of the events that occurred in the in them. If a REMOVE CURSE is cast on the target within five minutes of the Forgetfulness being cast, the effects are reversed. If it is not, the effects of the spell are permanent.

Confusion 1 Hour 12 Mana By the Burning of my Blood, I Curse You with ConfusionThis spell causes the target to forget all in-game skills and regress to the mentality of a child for 1 hour. The target cannot wield a weapon, cast any spells or think coherently until the spell effect is REMOVED, DISPELLED, SUPPRESSED, the time elapses, or the target dies. The target will not remember anything that occurs while under the effects of this spell

Waste Instant 13 ManaBy the Burning of my Blood, I Curse You with Waste This spell causes the target to lose the use of its arms and legs for the purposes of locomotion, manipulation, wielding weapons, or any other Objects. This spell will not function on creatures with any type of massive size ability or that have more than four limbs. This spell is negated by REGENERATE, RESTORE, or REMOVE CURSE for each limb or a single DISPEL ENCHATMENTS will give the target the use of limbs again.

Undeath Indefinite 14 ManaBy the Burning of my Blood, I Curse You with UndeathThis spell causes the target to rise as a zombie after a killing blow has affected him and the time for a Life spell has passed. The zombie will attack living beings until it is destroyed. This curse lasts until it is activated or REMOVED.

Death Indefinite 15 Mana By the Burning of my Blood, I Curse You with DeathThis spell causes the target's body to be destroyed, when the next killing blow or killing blow effect is administered to the target. This prevents a life spell from affecting the target. This curse lasts until it is activated or REMOVE CURSE. The recipient of this curse instinctively knows that he has been affected.

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PATH OF DARKNESSBy the Darkness of my Spirit, I…Level Spell1 Darken2 Detect Life3 Disease4 Desecrate5 Spirit Shield6 Defile7 Wither8 Create Zombie9 Command Undead10 Agony11 Create Skeleton12 Kill13 Decay13 Harm14 Armor of the Dead15 Create Ghoul# Cause # Wounds

Darken Instant 1 ManaBy the Darkness of my Spirit, I Darken the LightThis spell allows the caster to negate the target light provided by either an alchemical, magical or natural light source, such as a torch. The owner of light must extinguish the light or otherwise render the glow from the light source inert. This spell will not work on permanent light sources.

Detect Life Instant 2 ManaBy the Darkness of my Spirit, I Detect LifeThis spell allows the caster to determine if a body is alive. This spell will not reveal the nature of the target, only if the target is alive or not. This spell will reveal to the caster if the being is a construct, undead, elemental, or animated. It will not reveal the target's lifespan. This spell will tell if the target is alive, dying or dead.

Disease 1 Day 3 ManaBy the Darkness of my Spirit, I Disease YouThis spell causes the target to suffer from a horrible wasting disease. Once affected, the target may not receive any healing until the disease is cured. If not rid of within 24 hours of casting, the target dies. This spell is negated by a CURE, REJUVENATE, or V1TALITY. Any spell categorized, as a Life spell will cure the affected being once the target is dead.

Desecrate 10 Minutes 4 ManaBy the Darkness of my Spirit, I Desecrate You This spell creates a protective field around the target, which prevents melee attacks from living creatures attacking the target. Affected creatures cannot physically attack the target. While this spell is in effect, the target must keep his hands outstretched in front of him with his fingers laced together, knuckles pointed away from his body. Any attack or spell casting by the target negates the spell. This spell lasts until the target is hit by an attack that disrupts its casting (such as body damage).

Spirit Shield Indefinite 5 ManaBy the Darkness of my Spirit, I Create a ShieldThis spell creates a protective field around the target that will negate the first SPIRIT spell or effect is successfully cast upon the recipient. This is called SPIRIT SHIELD.

Defile 10 Minutes 6 ManaBy the Darkness of my Spirit, I Defile YouThis spell causes the target unable to wield weapons, cast spells, throw gases, run, nor use any other skills until the target is cured. This spell is negated by a HEAL, VITALITY, REJUVENATE, or PURIFY LIQUID spells.

Wither Indefinite 7 ManaBy the Darkness of my Spirit, I Wither your <limb> This spell renders a limb of the target, named by the caster, useless. No weapon, spell', poison or object c. a wielded by that limb. In addition, that limb cannot be used for locomotion. This spell is negated by a RESTORE, REGENERATE, DISPEL ENCHANTMENTS, VITALITY, or REJUVENATE.

Create Zombie Indefinite 8 ManaBy the Darkness of my Spirit, I Create Zombie This spell animates a dead, non-animate, possessed corpse, making into a zombie under the control of the caster. A zombie created in this manner is able to use any of the skills or abilities the character possessed in life. It can wield weapons, doing base damage plus modifiers. The corpse is in all other respects a normal zombie

Command Undead Indefinite 9 ManaBy the Darkness of my Spirit, I Command Undead This spell allows the caster to command an uncontrolled undead. The caster may issue one command to the target, a minor undead will obey any command, even self-destructive ones; an intelligent undead will obey non-self-destructive commands; major undead are unaffected this spell. This spell forces the target to immediately attempt to complete the given task. This spell will last until the task is completed, the spell is broken or the target is destroyed, whichever comes first.

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Agony 10 Minutes 10 ManaBy the Darkness of my Spirit, I Create Agony This spell causes the target to experience pain throughout his entire body, stunning the target for 10 minutes, unless protected by a DEATH SHIELD or immune DEATH effects. While the character is stunned, the character is vulnerable to a killing blow and cannot move or use any skills. Create Skeleton Indefinite 11 ManaBy the Darkness of my Spirit, I Create Skeleton This spell animates a dead, non-animate, possessed skeleton, making into a skeleton under the control of the caster. A skeleton created in this manner is able to use any of the skills or abilities the character possessed in life. It can wield weapons, doing base damage plus modifiers. The corpse is in all other respects a normal skeleton

Kill Instant 12 ManaBy the Darkness of my Spirit, I Kill YouThis spell separates the target's spirit from his physical body, reducing his current Body and protective spells to -1 total. This spell acts as a killing blow and requires a LIFE category spell to cure.

Decay Instant 13 ManaBy the Darkness of my Spirit, I Decay <item>This spell allows the caster to destroy any item up to 10' by 10' by 10' of non-living matter. Decay only affects one target per casting. It will not make a 10' hole in a larger structure. This spell can be used on a body that has received a killing blow to make it unaffected by a RENEWOr SPIRIT ANCHOR spell.

Harm Instant 13 ManaBy the Darkness of my Spirit, I Harm YouThis spell causes the target to immediately sustain great bodily harm, reducing his current Body and protective spells to 0, rendering him unconscious unless protected by a DEATH SHIELD or immune to DEATH effects. If the target is healed by DEATH spells and effects;Then, this spell will act as a VITALITY on the target.

Armor of the Dead Indefinite 14 ManaBy the Darkness of my Spirit, I Create Armor of the DeadThis spell allows the recipient to negate the first SPIRIT spell cast upon his person after he has received a killing blow. The first SPIRIT spell which is cast upon the target will trigger the ARMOR OF THE DEAD. The spell stays in effect after a killing blow, until used or beyond a RENEW spell. This effect is announced as ARMOR OF THE DEAD.

Create Ghoul Indefinite 15 ManaBy the Darkness of my Spirit, I Create GhoulThis spell animates a dead, non-animated or possessed corpse, making into a ghoul under the control of the caster for 1 Hour. A ghoul created in this manner is not able to use any of the skills or abilities the character possessed in life. It can wield weapons, doing base weapon damage plus modifiers. The corpse in all other respects is a normal ghoul.

Cause Wounds Instant (ANY) ManaBy the Darkness of my Spirit, I Cause (#x3) WoundsThis spell allows the caster to cause Body damage to the target. The amount of damage caused by this magic is 3x the mana used in theCasting of the spell. No matter how many points are used in the casting of the spell. It is still negated by an active DEATH SHIELD.

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PATH OF FIREI Call Upon the Power of Fire to…Level Spell1 Light of Flame2 Enflame3 Melt4 Flame Strike5 Fire Shield6 Enshroud6 Smoke7 Wall of Fire8 Quench Flame9 Fire Aura10 Heat Wave11 See Heat12 Incinerate13 Command Elemental14 Combust14 Inferno15 Forge15 Summon ElementalFire Damage: I Call Upon (#x5) Fire.

Light of Flame 1 Day 1 ManaI Call Upon the Power of Fire to Light my Way.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation or 24 hours have passed, whichever comes first.

Enflame Instant 2 ManaI call Upon the Power of Fire to Enflame <item>.This spell causes the item named by the caster to ignite in flames, causing no damage but making the item too hot to hold. The target must drop the item and the item cannot be held again until 5 seconds have passed, allowing the item to cool. This spell will work on an item up to the size of a shield that is held in the target’s hands.

Melt Instant 3 ManaI call Upon the Power of Fire to melt <item>.This spell causes the item named by the caster to melt, causing no damage to the wielder. The spell renders one shield-sized object useless. It will not create a shield-sized hole in a larger item or structure.

Strike Flame Indefinite 4 ManaI Call Upon the Power of Fire to Strike Flame.This blade spell is cast upon a person, allowing them to deliver +5 fire damage on one strike of a weapon. For example, if a character with no weapon skill used a dagger to deliver this effect, they would call “6 fire.” Up to 4 blade spells can be active on a person at one time. Since the spell modifies the damage call of a strike, once the call with additional damage is made the effect is expended whether the strike is successful or not. Only one blade spell can be used per strike.

Fire Shield Indefinite 5 ManaI Call Upon the Power of Fire to Create a Shield.This spell creates a protective field that will negate the first fire spell or effect successfully cast upon the recipient.

Enshroud Line of Sight 6 ManaI Call Upon the Power of Fire to Enshroud You.This spell envelops the target in a field of flame, holding them in one position. The target can speak, but cannot move or cast spells except from the Path of Mind which requires thought only. Breaking free requires a strength of +6 or better, takes a three count, and doing so causes 6 points of fire damage. The victim cannot be moved while under the effects of the spell, however the victim can be killing-blowed while under its effects

Smoke 1 Minute 6 ManaI Call Upon the Power of Fire to Create Smoke. This spell creates a billowing cloud of smoke that surrounds the target’s head, preventing the target from seeing anything but the smoke, rendering it blind for the duration of the spell. The Blind-Fighting skill or a Quench Flame spell will negate the effect.

Wall of Fire 2 Hours 7 ManaI Call Upon the Power of Fire to Create a Wall.This spell creates a wall of flame up to 10’ across which expands from a point of origin no more than 20’ away from the caster until it reaches maximum length or prevented from continuing by a barrier. Any weapon or object smaller than armor that passes through the wall will be melted as per the melt spell. Creatures that attempt to cross the wall will take 20 points of fire damage as well as having an item melted. Any creature standing on the phys. rep. of the wall when the spell was cast will take the effect from the wall and must decide which side of the wall to land on. Any creature that has an active Fire Shield that comes in contact with the Wall of Fire is completely protected from the negative effects of the wall and may decide which side of the wall to end up on, but this will use up their Fire Shield. This spell requires a length of rope or tape (preferably red) be used to mark the position of the wall. This spell lasts 2 hours. Spells may pass through the wall normally.

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Quench Flame Instant 8 ManaI Call Upon the Power of Fire to Quench Flame.This spell causes all fire effects still existing on the target to be negated. A Fire Shield will stop this spell if cast on a person, but the shield will be consumed in the process. It causes 50 points of damage to creatures of elemental fire, but not flame-aspected Faerie.

Fire Aura Indefinite 9 ManaI Call Upon the Power of Fire to Create an Aura.This spell causes a clearly visible aura of flame to envelop the recipient. The Aura will cause the next weapon that strikes the recipient to melt before it can do damage. If the next attack is a natural weapon, the attacker suffers 20 points of magical fire damage before delivering damage. If the attacker is still conscious, the damage is delivered normally. The spell is used up on the first successful hit with a legal weapon, and will not stack with Lightning Barrier or Deflect Weapons.

Heat Wave Instant 10 ManaI Call Upon the Power of Fire to Create a Heat Wave.This spell causes the target to be stunned for 10 minutes unless protected by a Fire Shield, immune to Fire, or can resist a Fire effect. While stunned the target is vulnerable to a killing blow and cannot move or use any in-game skills.

See Heat 1 Hour 11 ManaI Call Upon the Power of Fire to See Heat.This spell allows the target to operate as if they have the skill Blind-Fighting versus any living opponent or construct replicating a living being. Corporeal undead tend to be the same temperature as their surroundings (Plot’s choice). Incorporeal undead will show up as patches of black, icy cold.

Incinerate Instant 12 ManaI call Upon the Power of Fire to incinerate you.This spell causes the target to explode in flames. An Inferno reduces the target’s current body, armor, and protections to -1 total, unless protected by a Fire Shield, immune to Fire, or able to resist. However, a life spell and Spirit Anchor can affect the target. This spell acts as a killing blow.

Command Elemental 1 Hour 13 ManaI Call Upon the Power of Fire to Command Elemental.This spell allows the caster to issue one command to a fire elemental that it must obey immediately and to the best of its ability, including self-destructive orders

Combust Instant 14 ManaI call Upon the Power of Fire to Combust <item>.This spell allows the caster to destroy up to 10’ cubic of non-living, inanimate material. It affects one target per casting, and will not make a 10’ hole on a larger structure. This spell can be used on a body that has been killing-blowed.

Inferno 10 Minutes 14 ManaI Call Upon the Power of Fire to Create an Inferno.This spell creates an aura of glowing flame around the target that acts as a continuous Fire Aura effect for all attacks against the target for the duration of the spell. The target must use this hand gesture: both hands against their chest touching both thumbs together and both index fingers together in a triangle for the duration of the spell. A successful binding strike against the target of this spell will cause 20 points of magical fire damage to the attacker. If the attacker is still conscious and chooses to continue the binding strike, it will negate the Inferno as the target’s concentration is broken.

Forge Indefinite 15+ ManaI call Upon the Power of Fire to forge <item>.This spell allows the caster to forge a weapon or armor from raw common ore components. The caster must have all the ore components necessary for the item in hand while the spell is spoken. The caster must have spent a number of mana points equal to the number of ore components necessary to create the item plus the initial cost of the spell (15). For example, to forge a long sword would require 4 Ore I components and 19 mana points (15 for the spell, +4 for the Ore).

Summon Elemental 1 Hour 15 ManaI Call Upon the Power of Fire to Summon Elemental.This spell summons a minor fire elemental to perform one task for the caster. This spell lasts until the task is completed, the elemental is destroyed, or 1 hour has elapsed. This spell is not always successful in summoning an elemental; see a plot marshal. This spell will never succeed in combat.

Fire Damage Instant (any) ManaI Call Upon # Fire.This spell allows the caster to call forth a mass of elemental fire energy and direct it at an opponent. “#” is the damage caused and is equal to 5x the number of spell points used in the casting. No matter how much damage is inflicted at once, it is still negated by an active Fire Shield.

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PATH OF FORCEI Summon the Might of Force to…Level Spell1 Repel2 Displace3 Shatter4 Create Key5 Force Shield6 Destroy6 Trap7 Deflect Weapons7 Wall of Force8 Refract Force9 Confine10 Wizard Lock10 Force Weapon11 Mend12 Imprison13 Detonate14 Force Field15 CircleForce Damage: I Summon (#x5) Force.

Repel Concentration 1 ManaI Summon the Might of Force to Repel You.This spell summons a magical force that keeps the target 10’ away from the caster. It doesn’t force the target away if closer than 10’ when affected, but it does prevent the target from moving any closer. If the caster moves closer, the target is not required to move away. Casters can keep the target repelled for as long as they maintain concentration, but this precludes any other spell casting. Please note that any targets of Limited Massive size or larger are simply too large to be affected by this spell.

Displace Instant 2 ManaI Summon the Might of Force to displace <item>.This spell creates a wave of Force that opens the target’s hands and forces them to drop the item named by the caster. The target must drop the named item and cannot pick it back up for five seconds. Another character CAN pick up the item within this time. This spell will work on any one item in the target’s hands, but will be negated by an active Force Shield.

Shatter Instant 3 ManaI Summon the Might of Force to Shatter <item>.This spell causes the item named by the caster to shatter into hundreds of pieces, causing no damage to the wielder. This will render one object the size of a shield useless, but will not create a shield-sized hole in another structure. Objects that are Unshatterable are unaffected by this spell.

Create Key Instant 4 ManaI Summon the Might of Force to Create a Key.This spell creates a magical key to open any game lock. It will not open magical locks, only physical mechanisms. This will not disarm any traps attached to the lock.

Force Shield Indefinite 5 ManaI Summon the Might of Force to Create a Shield.This creates a protective field that will negate the first Force spell successfully cast upon the recipient.

Destroy Instant 6 ManaI Summon the Might of Force to Destroy <item>.This spell is a stronger form of the Shatter spell, affecting objects up to and including the size of a door. It will not create a door-sized hole in a larger structure.

Trap Line of Sight 6 ManaI Summon the Might of Force to trap your <limb>.This spell creates a force construct that will immobilize one of the target’s limbs. The affected limbs cannot be used for movement, combat, spell casting, or anything else. Targets with a +6 strength or better may rip free of the spell with a three count, but will take 6 points of damage doing so. The target is not vulnerable to a killing blow, and may be searched if the target cannot prevent it.

Deflect Weapons Indefinite 7 ManaI Summon the Might of Force to Deflect Weapons.This spell creates a protective field that will block the first attack from a game weapon, no matter what damage the weapon causes. It will not, however, block Massive damage. The target must call Deflect to let their opponent know that they had that effect to block the strike. This spell is not stackable with Fire Aura or Lightning Barrier.

Wall of Force 1 Day 7 ManaI Summon the Might of Force to Create a Wall.This spell creates a wall of force up to 10’ across which expands from the point of origin until it reaches 10’ in length or is stopped by a barrier. No weapon or object may pass through the Wall. All physical creatures are also prevented from crossing the barrier. Any creature standing on the phys rep of the wall when the spell is cast will be forced to the side away from the caster. Any creature that has an active Force Shield may decide which side of the wall to end up on, but this expends the Shield. All spells are stopped by the Wall as by a solid object save for Dispel Enchantments and Refract, which will destroy the Wall. This spell requires that a length of rope or tape (preferably yellow) be used to mark the position of the wall.

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Refract Force Instant 8 ManaI Summon the Might of Force to Refract Force.This spell causes all Force effects still existing on the target to be negated. A Force Shield will stop this spell, but be used up in the process. Refract will cause 50 points of damage to constructs of Force.Confine Line of Sight 9 ManaI Summon the Might of Force to Confine You.This spell surrounds the target from the neck down in a field of Force that immobilizes them and makes them vulnerable to killing blows. The target can still speak, activate items in hand and cast spells from the Path of Mind to free him or herself. This spell can be broken by a +9 or greater strength, causing the target 9 points of damage and requiring a three count to accomplish. The spell lasts until line of sight is broken for 10 seconds, it is dispelled, or the character dies. The target can be searched while under this spell.

Wizard Lock 7 Days 10 ManaI Summon the Might of Force to Create a Wizard Lock.This spell surrounds an entire permanent structure (minimum of 10’x10’ to a maximum of 100’x100’) with a magical unbreakable wall of force. A lock (one per spell) and a key must be placed adjacent to a door or other opening that can open and close. When the key is in the lock, the door may be opened and closed. When the key isn’t in the lock, the door may not be opened or closed until the key is in place. This applies to doors that open to the outside of a structure. Those portals that open to the inside of a structure can be opened and closed without opening the Wizard Lock. When the spell goes up, anything and anyone wholly or partially in the entryway is ejected outside the structure, taking no damage. Nothing, including Gaseous Forms and Spirit Forms may enter the structure. If the spell is cast multiple times with the key in the lock and in the caster’s possession within the first minute of the original spell being cast, a duplicate key will be created in the lock it was cast upon for each casting. Only one active Wizard Lock may be in place on a given structure at a time. Note: Plot may deem that a structure is permanent or not so for out-of-game reasons. They may also determine that a structure actually represents more than one structure for out-of-game purposes (most likely to phys rep a particular setting).Force Weapon 1 Hour 10 ManaI Summon the Might of Force to create a <weapon>.This spell creates a weapon out of magical force that will act as a normal, Unshatterable weapon for the duration of the spell. The Force Weapon only exists in the hands of the caster or the hands of the target of the spell. If the weapon is disarmed, dropped, or otherwise leaves the caster’s/target’s grasp, the spell ends. The weapons used as phys reps of a Force Weapon should be marked with yellow tape. The weapons are vulnerable to Refract Force, Dispel Magic, and Suppress Enchantment.

Mend Instant 11 ManaI Summon the Might of Force to mend <item>.This spell will repair any inanimate item that was damaged or destroyed up to and including the size of a door. This spell may be used to reconstitute a body that has been affected by some type of Destruction effect.

Imprison 1 Hour 12 ManaI Summon the Might of Force to Imprison You.This spell surrounds the target with an impenetrable field of Force that prevents the target from moving, speaking, casting spells, or using magical items. This spell can be broken by using a +12 or better strength, causing the target to take 50 points of damage and requiring a three count to accomplish. While under the effect of this spell, the target is vulnerable to a killing blow from the caster only and cannot be searched, but is invulnerable to general physical attacks and most spells. The spell lasts for the duration or until the caster touches the effect and wills it to end. This spell is negated by Refract, Suppress Enchantments, and Dispel Enchantments.

Detonate Instant 13 ManaI Summon the Might of Force to Detonate <item>.This spell destroys up to one 10’ cube of non-living, inanimate material. It only affects one target per casting, and will not make a10’ cubic hole in a larger structure. This spell may be used on a dead body that cannot be affected by a Life spell.

Force Field 10 Minutes 14 ManaI Summon the Might of Force to Create a Field.This spell creates a mobile Imprison effect. The recipient must use this hand gesture: hold their fists to their shoulders, right fist to right shoulder etc... Until the spell ends. The recipient can will the spell to end or the spell can be negated by Refract, Dispel Enchantments, or Suppress Enchantments.

Circle 1 Hour 15 ManaI Summon the Might of Force to Create a Circle.This creates a circular Wall of Force up to 10’ in diameter, marked as a normal Wall of Force. The caster can allow beings through the circle while it is in operation by stating “<Name> is recognized by the Circle.” This is a conscious effort, must be vocalized, and can be revoked by saying “<Name> is no longer recognized by the Circle.” Revoking recognition does NOT eject the being from the Circle. Only one being may be recognized at a time. This spell is not negated by Refract, Dispel Enchantments, or Suppress Enchantments spells.

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Force Damage Instant (any) ManaI Summon # Force.This spell allows the caster to call forth Force energy and direct it at an opponent. “#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active Force Shield.

PATH OF GLAMOURBy the Force of my Will, I…Level Spell1 Light of Glamour2 Detect Enchantment3 Enhance Strength4 Awaken4 Invisiblity5 Glamour Shield6 Sleep7 Enchant Weapon8 Command9 Fascinate9 Frighten10 Unveil10 Giant Strength11 Enrage12 Define Enchantments12 Enfeeble13 Dispel Enchantments14 Enthrall15 Summon Phantasm

Light of Glamour 1 Day 1 ManaBy the Force of my Will, I Light my Way.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation of the spell or 24 hours have passed, whichever comes first.

Detect Enchantment Instant 2 ManaBy the Force of my Will, I Detect Enchantment.This spell allows the caster to detect the presence of magical energy on the target. If cast upon a person, an active Glamour Shield will prevent it but be used in the process. The spell will determine the specific path involved and specific abilities of temporary magic items with multiple castings. The first casting will determine if the item is magical. The second and subsequent castings determine the first path, second, etc. until all paths have been determined. Additional castings will determine the first to last spell effects. The last aspect of the item to be determined is duration. Permanent items cannot be detected beyond the Paths contained.

Enhance Strength Indefinite 3 ManaBy the Force of my Will, I Enhance your Strength.This blade spell makes the target hit harder with a weapon, doing 3 extra points of damage. It also allows a target to perform a single feat of strength, such as throwing a boulder or ripping out of an effect needing a +3 strength or less. It can also be used to move great weights (90lbs.), or carry someone or something heavy for a ten count. It cannot be used to enhance jumps in combat or to maneuver. A person may possess up to 4 blade spells total on themselves at any one time. Only one blade spell can be used per strike.

Awaken Instant 4 ManaBy the Force of my Will, I awaken you.This spell will break many Glamour effects or abilities on the target. The spells are Sleep, Command, Frighten, Enrage, Enfeeble, & Enthrall, and includes monster abilities that duplicate the spells or alchemical substances that list Awaken as a cure.

Invisibility 24 Hours 4 ManaBy the Force of my Will, I render you InvisibleThis spell causes the recipient and his gear to vanish from sight and be undetectable to normal vision or even keen sight or infravision. The target is not magically silenced so may still be detected in that manner. Even allies are not able to see the recipient unless they are able to see the invisible or capable of casting spells able to detect them. Items dropped or put down become visible and items picked up disappear only if placed inside a pouch or tucked into clothing. Light never becomes invisible but the light source may do so.This spell remains until magically broken or dispelled, the recipient attacks any creature, pick pockets or 24 Hours have elapsed. This means the recipient can still open doors, talk, eat, climb stairs, cast non-aggressive spells, et cetera. Non-aggressive spells are spells that do not have any adverse effect on the target such as healing, protective or detect spells. This spell breaks if the user casts a spell that breaks a shield.

Glamour Shield Indefinite 5 ManaBy the Force of my Will, I Create a Shield.This spell creates a protective field that will negate the first Glamour spell or effect successfully cast upon the target.

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Sleep 10 Minutes 6 ManaBy the Force of my Will, I sleep you.This spell causes the target to fall into a deep sleep and stay that way for 10 minutes unless an Awaken is cast upon them or someone takes one minute to shake them vigorously and shout. While asleep, the target is vulnerable to a killing blow.

Enchant Weapon 10 Minutes 7 ManaBy the Force of my Will, I Enchant your Weapon.This makes the target weapon swing as a magical weapon for the duration of a battle or 10 minutes, whichever comes first. If the weapon is dropped or destroyed the spell ends. This spell may be used on natural weapons such as fists or claws.

Command 1 Hour 8 ManaBy the Force of my Will, I Command You.This spell causes the target to obey the next command given by the caster. The target must attempt to immediately complete the task. The target will obey all commands given except for those which will result in an immediate & certain death. (EG command you to jump into that pool of lava, to fall on your sword, etc…) The spell lasts until the task is completed, the target is killed, the spell is broken or 1 hour has passed, whichever comes first.

Fascinate 10 Minutes 8 ManaBy the Force of my Will, I Fascinate You.This spell causes the target to become transfixed with the first person, creature, or object he sees. The target is unable to use any game skills or communicate things to others. The target will follow and stare at the person, object or creature for 10 minutes, until the spell is negated, or the target is killed. The target of this spell is unable to cat in any way but follow the object of Fascination, even if the object is in danger.

Frighten 10 Minutes 9 ManaBy the Force of my Will, I Frighten You.This causes the target to see the caster as the embodiment of their greatest fear. The target will immediately leave the area using the fastest manner available to them. However, once out of sight the target may act normally unless the caster comes back into view again before the spell ends. If this occurs, the target must continue to flee.

Unveil Instant 10 ManaBy the Force of my Will, I Unveil You.This creates a magical cascade that envelops the target and reveals a shape changer’s natural form. It does not force a change of shape, but reveals an image of the true form. It will also dispel any illusionary effects that obscure the target’s true form so long as those effects are present on the target, not the area in which the target is.

Giant Strength Indefinite 10 ManaBy the Force of my Will, I Create Giant Strength.This blade spell allows the target to do an extra +6 damage with a weapon. It also allows the target to perform one feat of Giant Strength such as breaking confining spells of level 6 and below, with the usual penalties. It can also be used to move great weights (1800lbs.) and carry someone/something heavy for up to a ten count. Giant Strength jumps cannot be used in combat or to maneuver. Up to 4 blade spells can be active on a person at one time. Only one Blade spell can be used per strike.

Enrage 10 Minutes 11 ManaBy the Force of my Will, I Enrage You.This spell causes the target to fly into a blind rage, attacking the nearest creature until the either the target or the creature is unconscious. The target will continue to attack the next creature it sees until 10 minutes have passed the spell is broken, or all targets are dead.

Define Enchantment Instant 12 ManaBy the Force of my Will, I Define Enchantment.This spell allows the caster to better define the particular enchantments placed upon an item or person. Once a Detect Enchantment is cast upon a person or object, a Define Enchantment by the same caster will allow the character to better narrow the scope of research for a permanent item. Or in the case of items that last only for a short amount of time, it will determine the nature of the enchantments placed upon the item or person. This spell is blocked by an active Glamour Shield, but the Shield will be used in the process.

Enfeeble 1 Hour 12 ManaBy the Force of my Will, I Enfeeble your Mind.This spell causes the target to forget all in-game skills and regress to the mentality of a child for an hour. The target cannot wield a weapon, cast any spells, or think coherently until the spell effect is dispelled, has ended, or the target dies. The target will not remember anything that happens while enfeebled.

Dispel Enchantments Instant 13 ManaBy the Force of my Will, I Dispel Enchantments.This spell negates all non-permanent magical spells and effects on a target. An active Glamour Shield will prevent this from occurring, but will be used up in the process. This spell will cause 50 points of damage to magical constructs like golems. Permanent magical items are unaffected by this spell and instant effects cannot be dispelled.

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Enthrall 1 Week 14 ManaBy the Force of my Will, I Enthrall You.This places the target under the caster’s control. The target can do nothing without the caster’s orders while under this spell, and must obey all commands the caster gives, even self-destructive ones. However, the target is not required to cast spells, special attacks poisons, or items unless the caster specifically directs the target to do so. When fighting with a weapon, the target is not required to call more than base damage, and fights like an automaton with no sense of self-preservation. The spell lasts until it is dispelled, removed, the target dies, or 1 week has passed.

Summon Phantasm 1 Hour 15 ManaBy the Force of my Will, I Summon Phantasm.This allows the caster to summon a Phantasm to perform one task for the caster. This spell lasts until the task is complete, the Phantasm is destroyed, or 1 hour has passed. This spell will not always be successful in summoning a Phantasm; see a plot marshal. It is up to a marshal how much or how well a character using this spell hears.

PATH OF LIGHTI cast a Mystic Light to…Level Spell1 Shining Path2 Detect Purity3 Flash Burst4 Bright Blade5 Light Shield6 Chains of Light7 Wall of Light8 Shadow’s Bane9 Light Aura10 Solar Burst11 Shining Light12 Solar Blade13 Chariot of Sussture14 Prism Armor15 Umbral GateLight Damage: I Cast (#x5) Light.

Shining Path 1 Day 1 Mana(I cast a mystic light to light my way)This spell creates a shining light to brighten your path, which lasts 24 hours

Detect Purity Instant 2 Mana(I cast a mystic light to…) This spell allows the user to determine the amount of good or evil in a life form.

Flash Burst Instant 3 Mana (I cast a mystic light to…) This spell when cast at an opponent will cause them to suddenly become startled and drop items in they’re hands.

Bright Blade Indefinite 4 Mana(I cast a mystic light to brighten my blade)This spell cast a bright light on the weapon, giving it a 5+ damage boost and changes the damage call to light.

Light Shield Indefinite 5 Mana(I cast a mystic light to create a shield)This spell creates a protective glow around the target that will negate the first light spell or effect cast at the target

Chains of Light 10 Minutes 6 Mana(I cast a mystic light to bind you) This spell creates chains made of light to entangle around the target, causing the inability of movement for 10 minutes. Requires strength of 3+, takes a three count, and doing so causes 4 points of damage. Victims can be killing-blowed while under this spell. Incorpeal creatures cannot break free

Wall of Light 1 Hour 7 Mana(I cast a mystic light to create a wall)This spell a 10x10 wall of pure light, creatures of darkness take 40 points of damage if they touch it and cannot pass through it, other creatures take 30 second blindness effect. This spell last 1 hour.

Shadow’s Bane Instant 8 Mana(I cast a mystic light to dispel darkness) This spell does 100 points of damage to creatures linked to darkness and the night.

Light Aura Indefinite 9 Mana(I cast a mystic light to create an aura)This spell creates a aura of light which when a darkness spell is cast on the user the spell is reflected back and the caster takes 20 damage, unless they are a creature of darkness, then they take 40 damage.

Solar Burst 10 Minutes 10 Mana(I cast a mystic light to create a solar burst) This spell stuns target for 10 minutes, leaving them unconscious.

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Shining Light 1 Hour 11 Mana(I cast a mystic light to enchant my vision) This spell allows the user to see…through darkness, the invisible, and a through illusion. This spell lasts for 1 hour

Solar Blade 30 Minutes 12 Mana(I cast a mystic light to create a solar edge) This spell creates a solar edge on a selected weapon which gives it 5+ damage for 30 minutes. The damage call becomes light and user now does double damage versus creatures linked to the darkness.

Chariot of Sussture 10 Minutes 13 Mana(I cast a mystic light to create a chariot)This spell creates a sussture of light which transports the caster and five others through the umbra up to a point of one mile from the original location. (Characters are considered out of game until journey is made)

Prism Armor 10 Minutes 14 Mana(I cast a mystic light to create prism armor)This spell coats the user in bendable Chrystal armor that makes them immune to all spells(except spirit, thought, and darkness damage)and immune to all attacks. User must keep hand above head and in the open hand position. This effect last until the hand is lowered.

Umbral Gate 10 Minutes 15 Mana (I cast a mystic light to create an Umbral gate) This spell creates an Umbral gate which opens up the Umbral plane for 10 minutes. Creatures may enter and exit between the two plans freely.

Light Damage Instant Xx5I cast X Light.This spell allows the caster to call forth a mass of blinding light and direct it at the opponent. “#” is the damage caused and is equal to 5x the number of spell points used in the casting. No matter how much damage is inflicted at once, it is still negated by an active light shield. Also the light damage is doubled against creatures linked to the darkness.

PATH OF MOON By the Light of the Moon...Level Spell1 Moonbeam2 Detect Mark3 Depression4 Moon Strike4 Moon Blindness 5 Moon Shield6 Tranquility7 Moon Wall8 Eclipse9 Purge 10 Lunacy 11 Call the Beast12 Meteor Storm13 Umbral Sight14 Tide15 Summon Moon Beast

Moonbeam 1 Day 1 ManaBy the Light of the Moon, I Light My WayThis spell creates a light source (glow stick or muted flashlight), which the caster can use until the dawn, or sunlight touches the physical representation, whichever comes first.

Detect Mark Instant 2 ManaBy the Light of the Moon, I Detect MarkThis spell allows the caster to detect the presence of magical marks upon the target. If cast on a person, an active Moon Shield will prevent it from working but will be used up in the process. DETECT MARK will determine whether a mark is magical or not. The origin and possible connections of the mark may be revealed with multiple castings.

Depression Line of Sight 3 Mana By the Light of the Moon, I Create DepressionThis spell forces the target into a deep depression that affects him physically. The target is physically weakened and unable to fight with full effectiveness, giving a -5 to damage with weapons while that caster is in line of the sight. This spell last until the target is dead, line of sight is broken, and a successful ECLIPSE, DISPEL ENCHANTMENTS, or SUPPRESS ENCHANTMENTS is cast upon the target.

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Moon Strike Indefinite 4 ManaBy the Light of the Moon, I Create a Moon StrikeThis blade spell is cast upon a person, allowing him to deliver +5 Silver damage with on strike of a weapon. This spell when activated surrounds the weapon with a glow similar to that of moonlight. Up to 4 blade spells can be active on a person at one time. The wielder has the choice to use this spell on any on strike whether the strike is successful or not. Only one blade spell can be used per strike.

Moon Blindness Line of sight 4 ManaBy the light of the Moon, I Blind You.This spell causes targets eyes to glow with silver light, blinding the target. The target must have eyes to be affected by this spell. Movement is allowed with a guide. The skill BLIND FIGHTING allows the target to use fighting skills. A moon shield will block the MOON BLINDNESS spell.

Moon Shield Indefinite 5 Mana By the Light of the Moon, I Create a Shield This spell creates a protective field around the recipient that will negate the first moon spell or effect successfully cast upon the recipient. This is called "MOON SHIELD”.

Tranquility 10 Minutes 6 ManaBy the Light of the Moon, I Create TranquilityThis spell prevents the target from taking offensive actions for 10 minutes. The target is still able to act normally, running, casting non-attack spells; using non' offensive poisons and skills, A character under the effects of the TRANQUILITY spell can still give orders and defend himself with his weapons and skills, This spell is negated by an ECLIPSE, AWAKEN, CLEAR, DISPEL ENCHANTMENTS, PURGE, or FREEDOM spells and SMELING SALT poisons or a MIND TOUCH.

Moon Wall 1 Day 7 ManaBy the Light of the Moon, I Create a Wall This spell creates a wall of moonlight up to 10’ across which expands from the point of origin until l0' or prevented from continuing by a barrier. Any creature that comes into contact with the wall will suffer the effects a BLINDNESS spell. Any creature that has an active MOON SHIELD that comes in contact with a MOON WALL is completely protected from the negative effects of the wall and may decide which side of the wall he wishes to be on. If the individual does not immediately move out of contact with the wall, the shield will be used and he will take all effects normally. Spells pass harmlessly through the wall, as do thrown weapons and gases. This spell requires that a length of rope or tape (preferably silver be used to mark the position of the wall). DISPEL ENCHANTMENT and ECLIPSE spells will negate this wall. This spell lasts for 1 day.

Eclipse Instant 8 ManaBy the Light of the Moon, I Create an Eclipse This spell causes all MOON effects still existing on the target to be negated, An active MOON SHIELD or MAGIC SHIELD will stop this spell if cast on a person, but will be used up in the process. ECLIPSE will cause 50 points of damage to creatures linked to the moon, such as Lycanthropes.

Purge Instant 9 ManaBy the Light of the Moon, I Purge YouThis spell will release a target from any bonds or influences, magical or physical and will free the character from manacles or binding magics, it will also dispel mind influencing spells or effects that do not require a specific antidote such as Glamour magic or dryad's charms.

Lunacy 10 Minutes 10 ManaBy the Light of the Moon, I Create Lunacy This spell causes the target to be consumed by sheer madness, stunned for the next10 minutes unless protected by an active MOON SHIELD, MAGIC SHIELD, or immune to MOON effects or mind effects. While stunned, the target is vulnerable to a killing blow and cannot move or use any in-game skills

Call the Beast 10 Minutes 11 ManaBy the Light of the Moon, I Call the Beast This spell cause the target to fly into a blind rage, attacking the nearest creature until either the target or the creature is unconscious, if the target of this spell has a Battle Rage skill that is unused; the spell will activate that Battle Rage, target will continue to attack the next creature see until 10 minutes have elapsed; the spell is negated, or the target dead.

Meteor Storm Instant 12 ManaBy the Light of the Moon, I Create a Meteor StormThis spell creates a volley of speeding flaming stones which all strike the target causing massive physical destruction to his body. The target immediately is reduced to -1 total body, protective spells, and armor, unless protected by an active A MOON SHIELD, MAGIC SHIELD, or immune to MOON spells and effects. This spell acts as killing blow; however, the target is still affected b by SPIRIT ANCHOR or a life spell.

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Umbral Sight 1 Night 13 Mana By the Light of the Moon, I See the Umbra This spell allows the recipient to see better at night. The recipient of this spell is considered to possess the advantage of Keen Sight and to see the true form of creatures that are focused on (a 10 count), for the rest of the night. This spell lasts until negated by death of the recipient, a DISPEL or SUPPRESS ENCHANTMENTS spell, an ECLIPSE spell, or the dawn.

Tide Line of Sight 14 Mana By the Light of the Moon, I Create a TideThis spell creates a magical force that prevents ships and creatures native to the water from making their escape by the sea. This spell causes all beings that use the water to escape to return to land. Once the spell effect is invoked, the caster must plant his right foot and incant Tide for each packet thrown. The caster can throw an unlimited amount of packets. Only creatures that are hit by a packet are affected.

Summon Moon Beast 1 Hour 15 ManaBy the Light of the Moon, I Summon the Beast This spell sends out a special signal to the nearest Guardian. The Guardian can then choose to respond to the summons or ignore it as he pleases. This spell can be cast in combat.

PATH OF NATUREI call Upon the Forces of Nature to. . . Level Spell1 Sense Taint2 Find/Hide Path3 Rot3 Messenger4 Entangle4 Conceal5 Nature Shield6 Venom7 Wall of Thorns8 Barkskin9 Freedom10 Command Animal11 Command Plant12 Revive13 Rejuvenate15 Summon Guardian

Sense Taint Instant 1 ManaI Call Upon the Forces of Nature to Sense TaintThis spell allows the caster to determine if a person or object is tainted with unnatural powers. This spell will not reveal the exact nature of the taint, but subsequent spells may reveal the strength or general nature of the taint

Find/Hide Path Instant 2 ManaI Call Upon the Forces of Nature to <Find/ Hide> the PathThis spell will allow the caster to increase or decrease the chances of a character with tracking a particular quarry. FIND PATH allows a character to track with level 1 skill or adds 2 successes to another the Tracking Pick. HIDE PATH allows the character to counter track with level 1 skill or add 2 failures to the Tracking Pick.

Rot Instant 3 ManaI Call Upon the Forces of Nature to Rot <ITEM> This spell causes one item named by the caster to rot and rust, making the item useless and weak. This spell affects one object up to and including the size of a shield per casting. It will not rot a shield-sized hole in a larger structure or affect living materials.

Messenger 1 Day 3 ManaI Call Upon the Forces of Nature to Create a MessengerThis spell allows the caster to imprint a message of up to 12 words upon any small animal, which will then travel for up to one day to the person of the casters choosing. The animal may be as small as a mouse or as large as a crow. If no animal is near the caster the spell fails. The animal must also be able to make sounds with its throat; a fish would not be able to communicate its message. If the target of the spell is too far away, the messenger will travel for a day and then wander off. Only the recipient of the spell will understand the message. (Plot will actually deliver the message.)

Entangle Line of Sight 4 ManaI Call Upon the Forces of Nature to Entangle YouThis spell causes vegetation, such as weeds, plants, and grasses to grow and entangle the target immobilizing the target. The target cannot move from the point of the entanglement; however, the target can move his arms and wield his weapons, cast spells, or use magical items. This spell may be broken with +4 Strength or better, causing four points of damage and requiring a three count.

Conceal 1 Hour 14 ManaI Call Upon the Forces of Nature to Conceal YouThis spell will change the target’s appearance to that of any natural object such as a tree or large rock. This change affects the target’s appearance, texture, and scent (all identifying factors). While under the effects of this spell, the target cannot move, speak, or perform any action without breaking the spell.

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Nature Shield Indefinite 5 Mana I Call Upon the Forces of Nature to Create a Shield This spell creates a protective field around the recipient that will negate the first Nature spell or Natural effect successfully cast upon the recipient. This spell will not block alchemical substances unless the call begins with “Natural”. For example, this will block “Natural Sleep Poison,” as will an Alchemy Shield. As the NATURE SHIELD is the more general protective, it is used first. This spell is announced “NATURE SHIELD.”

Venom 10 Minutes 6 ManaI Call Upon the Forces of Nature to Create VenomThis spell causes the target to come under the effects of a powerful venom that prevents the target from wielding a weapon, casting spells, throwing poisons, engaging in combat, or running until cured. This spell is cured by a PURIFY LIQUID, HEAL, and REJUVENATE.

Wall of Thorns 2 Hours 7 Mana I Call Upon the Forces of Nature to Create a WallThis spell creates a wall of thorns up to 10' across which expands from the origin until 10' or prevented from continuing by a barrier. Any weapon or object, that comes in contact with or passes through the wall will become stuck to the wall and cannot be freed without +6 or better strength, a spell, or the destruction of the wall. Any creature that attempts to pass through the wall will suffer 20 points of damage from the thorns and all of his possessions will be stuck. Spells may not pass through the wall. The wall is affected by spells that affect up to 10' of inanimate material. DISPEL ENCHANTMENTS, and SUPPRESS ENCHANTMENTS. All other spells and affects have no effect. If a creature is standing on the physical representation of the wall when the wall spell is cast, that creature is forced (taking no damage) to the side of the wall away from the caster. Any hole made in the wall will re-grow immediately after it is made. The spell requires that a brown length of rope or tape be used to mark the position of the wall.

Barkskin Indefinite 8 ManaI Call Upon the Forces of Nature to Create BarkskinThis spell causes the recipient 's skin to toughen and strengthen to the toughness of bark, it grants the recipient 20 points of natural armor until it is destroyed, Once these points are destroyed, the spell ends. The protection acts in all ways 1ike natural armor, but it is not healable and cannot be repaired in any way. No more than one BARKSKIN can be active on a target at one time, and does not stack with BLOOD ARMOR. The recipient of a BARKSKIN cannot wear any armor while the spell is affect.

Freedom Instant 9 ManaI Call Upon the Forces of Nature to Free YouThis spell will release a target from any bonds or influences, magical or physical. This spell will free the target from manacles or binding magic. It will also dispel mind influencing spells or effects, such as Glamour magic or Dryad charms

Command Animal1 Hour 10 Mana I Call Upon the Forces of Nature to Command AnimalThis spell allows the caster to give the target animal one command that the animal will understand and attempt to complete immediately. The target will obey all commands except those of an obviously self-destructive nature. This spell does not allow further communication between the caster and the animal. The spell lasts until the task is complete, the animal is dead, or 1 hour has passed, whichever comes first.

Command Plant 1 Hour 11 ManaI Call Upon the Forces of Nature to Command PlantThis spell allows the caster to give the target plant one command that the plant will understand and attempt to complete immediately. The target will obey all commands except those of an obviously self-destructive nature. This spell does not allow further communication between the caster and the plant or impart the plant with any abilities it does not normally possess. The spell lasts until the task is complete, the animal is dead, or 1 hour has passed, whichever comes first.

Revive Instant 12 ManaI Call Upon the Forces of Nature to Revive YouThis spell will restore to life a person who has died from damage, poisons, or spell within the last 4 minutes. REVIVE will restore a spirit to his body if the body is in intact for the spirit to return to. A person who has died and brought back to life with this spell will return the character to 1 Body Point with no protectives or enchantments in place.

Rejuvenate Instant 13 ManaI Call Upon The Forces of Nature to Rejuvenate You. This spell will cure the target creature of any physical or magical damage (such as damage or missing limbs), or effect (such as a poison or curse which does not have a specific antidote). This spell will heal a target to full body and natural armor, no matter how much he possesses.

Summon Guardian 1 Hour 15 ManaI Call Upon the Forces of Nature to Summon GuardianThis spell sends out a special signal to the nearest Guardian. The Guardian can then choose to respond to the summons or ignore it as he pleases. This spell cannot be cast in combat.

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PATH OF SOUNDI Summon the Might of Sound to . . . Level Spell1 Hear Noise2 Vibrate3 Splinter4 Quiet5 Sound Shield6 Slumber6 Harmony7 Wall of Sound8 Resonate9 Trance10 Shockwave11 Sound net12 Keening13 Echo14 Suggestion15 QuiveringSOUND DAMAGE: I Summon (#x5) Sound Hear Noise Concentration 1 Mana I Summon the Might of Sound to Hear Noise This spell allows the character to detect the presence of sound behind a door or down a corridor that the character could not normally hear, such as breathing or a faint whisper. Loud noises will cause the character to lose his hearing until a RESTORE or a HEAL is cast upon

Vibrate Instant 2 Mana I Summon the Might of Sound to Vibrate <item> This spell causes the item named by the caster to shake uncontrollably, causing no damage, but making the item impossible to hold the target must drop the item and cannot hold it again for full 5 seconds, when the item comes to rest. This spell will work on an item up to and including the size of a shield that is held in the target’s hand.

Splinter Instant 3 ManaI Summon the Might of Sound to Splinter <ITEM> This spell causes the item named by the caster to break into hundreds of pieces causing no damage to the wielder. This spell renders one object up to and including the size of a shield Useless. It will not create a shield-sized hole in a larger structure.

Quiet 10 Minutes 4 Mana I Summon the Might of Sound to Quiet You This spell negates any attempt to verbally communicate by the target. Quiet prevents the target from casting spells, activating magical items that must be activated by a command word, or casting from scrolls. This spell does

not affect the calling of damage from a weapon or the calling of gases. Sound Shield Indefinite 5 ManaI Summon the Might of Sound to Create a Shield This spell creates a protective field around the target that will negate the first sound spell or effect successfully cast upon the recipient. This is called SOUND SHIELD. This spell is not stackable with ECHO.

Slumber 10 Minutes 6 ManaI Summon the Might of Sound to Create a SlumberThis spell causes the target to fall into a deep sleep. The target will remain as1eep for 10 minutes until a RESONATE, DISPEL ENCHANTMENTS, or an AWAKEN is cast upon the target or spends one minute shaking the victim. While asleep, the target is vulnerable to a killing blow.

Harmony Instant 6 ManaI Summon the Might of Sound to Create HarmonyThis spell creates sound that calms the hearts and minds of those who are affected by it. The target of the Harmony spell will experience a peaceful sensation that will remove the effects of a berserk poison, and ENRAGE or RAGE spell. A HARAMONY spell will remove a person from Battle Rage with no adverse side effects (the battle rage is still used but none of the side effects take hold).

Wall of Sound 2 Hours 7 ManaI Summon the Might of Sound to Create a Wall This spell creates a wall of sound up to 10' across, which expands from the point of origin to 10' or prevented from continuing by a barrier. Any weapon or object that passes through the wall will be- splintered. Creatures that attempt to cross the wall will take 20 points of sound damage as well as having all of their possessions splintered. Any creature standing on the physical representation of the wall when the spell is cast will take the effect from the wall and must decide which side of the wall to land on. Any creature that has an active SOUND SHIELD that comes in contact with a WALL OF SOUND is completely protected from the negative effects of the wall and may decide which side of the wall he wishes to end up on. If the individual does not immediately move out of contact with the wall, the shield will be used and he will take all defects normally. This spell requires a length of silver tape be used to mark the position of the wall.

Resonate Instant 8 Mana I Summon the Might of Sound to Resonate YouThis spell causes all sound effects existing on the target to be negated. A SOUND SHIELD will stop this spell if cast upon a person but will be used up in the process.

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RESONATE causes 50 points of damage to constructs and golems.

Trance 1 Hour 9 ManaI Summon the Might of Sound to Create a TranceThis spell causes the target to obey the next command given to him by the caster. The target must attempt to immediately complete the task given to him. The target will obey all commands except self-destructive ones. The spell lasts until the task is complete, the target is killed, the spell is broken, or 1 hour has passed, whichever comes first.

Shockwave Instant 10 ManaI Summon the Might of Sound to Create a ShockwaveThis spell causes the target to be stunned for 10 minutes unless protected by a SOUND SHIELD or immune to sound effects. While stunned the target is vulnerable to a killing blow and cannot move, speak, or use any in-game skills.

Sound net Line of Sight 11 Mana I Summon the Might of Sound to Create a Soundnet This spell envelops the target in a field of sound holding him fast in one position. The target cannot move from his position, cast spells, use poisons, scrolls, or potions. While in the SOUNDNET, the target is vulnerable to a killing blow can be searched. The target cannot be moved while under the effects of this spell. This spell can be broken by a +11 or greater strength, causing the target to take 11 points of damage and requiring a three count.

Keening Instant 12 ManaI Summon the Might of Sound to Create the KeeningThis spell creates a horrifying sound that will frighten the target to death. The target’s current body and protectives are reduced to -1 total, unless protected by a SOUND SHIELD or immune to sound effects. This spell acts as a killing blow; however, the target is still affected by a life spell or SPIRIT ANCHOR.

Echo Indefinite 13 ManaI Summon the Might of Sound to Create an Echo This spell creates a protective field around the target that will cause the next sound spell or effect successfully cast upon the recipient to reflect back upon the caster. This spell is not stackable with SOUND SHIELD. This spell is called ECHO.

Suggestion 1 Day 14 ManaI Summon the Might of Sound to Create a Suggestion This spell allows the caster to give the target a twelve-word suggestion that the target must attempt to carry out immediately (unless specified in the suggestion otherwise). In addition, the target will not remember the suggestion or the

spell being cast upon them. The suggestion will remain in the effect until the suggestion is carried out, a DISPEL ENCHANTMENTS, SUPPRESS ENCHANTMENTS, AWAKEN, CLEAR, FREEDOM, PURGE, or a RESONATEQuivering Instant 15 ManaI Summon the Might of Sound to Create the Quivering This spell allows the character to set up vibrations that will destroy up to 10' of inanimate, non-living material. If cast upon a living being, this spell has no effect. This spell effects only one target per casting. It will not create a hole in a larger structure. QUIVERING can be used on a body that has been killing blowed.

Sound Damage Instant (ANY) ManaI Summon # SoundThis spell allows the caster to call forth sonic energy and direct it at an opponent. The damage caused is equal to five times the amount of MANA used in the attack. No matter how much damage is inflicted at once, an ACTIVE SOUND SHIELD negates it.

PATH OF SPIRITBy the Strength of My Spirit…Level Spell1 Aid2 Detect Spirit3 Empower4 Cure5 Death Shield6 Sanctuary7 Regenerate8 Heal 9 Spirit Form10 Anchor11 Exorcise12 Renew13 Speak With Spirit13 Vitality14 Spirit Armor15 Summon Spirit WarriorHeal Wounds: By My Spirit I Heal (#x3) Wounds.Aid Indefinite 1 ManaBy the Strength of My Spirit, I Aid You.This spell adds three points to the target’s Body total. They are the first Body points that the target loses for any reason. As long as these points last, a Mage may cast while taking damage. This spell may not be stacked with other Aid spells.

Detect Spirits Instant 2 ManaBy the Strength of My Spirit, I Detect Spirits.This spell allows the caster to determine if a body or an item possesses a spirit. This spell will not reveal the exact spirit, but subsequent castings may reveal the nature of the

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spirit, living, elemental, etc… This spell will also allow the caster to determine if more than one spirit is present.

Empower Indefinite 3 ManaBy the Strength of My Spirit, I Empower You.This is a more powerful form of the Aid spell, adding 6 body points to the target’s Body total. These are the first body points that the target loses to any attack, even before the points from an Aid spell. This spell may be stacked with Aid, but cannot be stacked with other Empower spells.

Cure Instant 4 ManaBy the Strength of My Spirit, I Cure You.This spell will cure recipients of all types of disease and infection. It will not restore any Body points or parts lost to the effects of disease, but will remove any penalties caused by the disease.

Death Shield Indefinite 5 ManaBy the Strength of My Spirit, I Create a Shield.This spell creates a field around the target which will negate the first spell or effect generated by the Path of Darkness successfully cast upon the recipient. This is called “Darkness Shield.”

Sanctuary 10 Minutes 6 ManaBy the Strength of My Spirit, I Create a Sanctuary.The spell creates a protective field around the target, which prevents minor undead creatures from attacking the target. Affected creatures cannot physically, alchemically, or magically attack the target. While this spell is in effect, the target must keep both hands above the head, palms together with the fingers pointing up but not entwined. Any attack or spell casting by the target negates the protective field as will disruption of the in-game hand gesture.

Regenerate Instant 7 ManaBy the Strength of My Spirit, I Regenerate Your <PART>.This spell re-grows or heals the target’s body part, no matter what spell or effect was used to render the limb useless.

Heal Instant 8 ManaBy the Strength of My Spirit, I Heal You.This spell heals the target’s body of most poisons, alchemical, magical and natural. It will also cures the recipient of many carrier effects, such as Paralyze, Poison, and Nausea. It will not, however, remove damage done by those effects.

Spirit Form 10 Minutes 9 ManaBy the Strength of My Spirit, I Create a Spirit Form.This causes the body of the target to become an immaterial spirit. While in this form the recipient is immune to all physical attacks and most spells except for Spirit Anchor, which will act as a Confinement effect until the Spirit Anchor or the Spirit Form spell expires, whichever comes first. Exorcise, Dispel Enchantments, and Suppress Enchantments will return a Spirit Form to normal. A Spirit Form is affected by Glyphs, Time Stop, and all Thought spells and effects normally. IN this form, the target may pass through normal walls not more than 3’ thick and other obstructions with little effort. The Spirit Form cannot pass through Wall of Force, Circle of Force, and Wizard Lock. While in Spirit Form the recipient must use this hand gesture: hands folded in front against the torso until they wish to break the spell or the spell ends.

Anchor Instant 10 ManaBy the Strength of My Spirit, I Anchor You.This spell strengthens the bond between a spirit and its body. It will not return a being who has been killing blowed to life, but it will allow for a field resurrection (which takes 10 minutes), bringing the target back to life without the usual side effects. The target’s spirit is still weakened by the effort and receives a death. For the purposes of resurrection, this spell only affects willing targets. When cast by someone who has been affected by an Exorcise within one minute, it will restore the exorcised spirit to its body.

Exorcise Instant 11 ManaBy the Strength of My Spirit, I Exorcise You.This spell will evict a foreign spirit from a body, including animated constructs (if they possess a spirit), victims of possession, and spirits bound to places or objects. It will banish extra-dimensional spirits back to their plane of origin. The use of this spell on a creature in Spirit Form will remove the Spirit Form.

Renew Instant 12 ManaBy the Strength of My Spirit, I Renew You.This spell will restore to life a person who has died from damage, poison, or spell within the last four minutes. It will restore the spirit to its original body if there is still a body to which the spirit can return. The target of the spell is brought back with 1 Body Point and no protectives or enchantments in play.

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Speak With Spirit 10 Minutes 13 ManaBy the Strength of My Spirit, I Speak to You.This spell will allow the caster to communicate with a spirit deceased within 24 hours. The caster may ask the spirit up to three questions that it can choose to answer truthfully or not. This spell will also work on non-corporeal entities.

Vitality Instant 13 ManaBy the Strength of My Spirit, I Create Vitality.This spell cures the target of any physical or magical damage (such as damage or a missing limb), or effect (such as a poison or curse that has no specific antidote). It will heal a creature to full body and natural armor, no matter how much it possesses.

Spirit Armor Indefinite 14 ManaBy the Strength of My Spirit, I Create Spirit Armor.This spell creates a protective field around the target that negates the first successful spell or effect from the Path of Darkness cast on the target’s person after they have been killing blowed. These spells include Create Ghoul, Zombie, Skeleton, and Armor of the Dead.Summon Warrior 1 Hour 15 ManaBy the Strength of My Spirit, I Summon a Spirit Warrior.This spell summons a spirit warrior to perform a single task for the caster. This spell lasts until the task is completed, the spirit is destroyed, or 1 hour has elapsed. This spell may not always be successful; see a plot marshal. This spell will never succeed in combat.

Heal Wounds Instant (any) ManaBy My Spirit, I Heal # wounds.This spell allows the caster to heal the wounds of a target no matter what the cause. ‘#’ is equal to 3x the number of spell points used in the spell.

PATH OF STONEI Call Upon the Power of Earth to…Level Spell1 Sunstone2 Detect Precious Minerals3 Brittle4 Root5 Stone Shield6 Crush7 Wall of Stone8 Bind9 Stone skin10 Earthquake10 Pass Wall11 Flesh to Stone11 Gauntlet12 Entomb13 Command Elemental14 Solidify14 Rock to Mud14 Mud to Rock15 Summon ElementalStone Damage: I Call Upon (#x5) Stone.

Sunstone 1 Day 1 ManaI Call Upon the Power of Earth to Light my Way.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation of the spell or 24 hours have passed, whichever comes first.

Detect Precious Minerals Instant 2 ManaI Call Upon the Power of Earth to Detect Precious Minerals.This spell allows the caster to detect the nature or presence of precious or valuable minerals on the target. If cast on a person, an active Stone Shield will prevent the spell from functioning, but will be used up in the process. The spell does not identify the specific type of mineral, and affects one target creature or a 10’x10’x10’ area of inanimate material.

Brittle Instant 3 ManaI Call Upon the Power of Earth to Make <ITEM> Brittle.This spell causes the item named by the caster to become brittle and crumble to pieces. This will render any one item the size of a shield useless. It will not create a shield-sized hole in a larger structure.

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Root Line of Sight 4 ManaI Call Upon the Power of Earth to Root You.This spell causes the target to be pinned to one spot on the ground. The target must keep their right foot in the same place until the caster is out of sight or unconscious for a period of ten seconds. This spell may be broken by a creature with +4 strength or better, which will cause them 4 points of damage and requires a 3 count to perform. The victim cannot be killing blowed or searched while under the effect unless the target is otherwise incapacitated.

Stone Shield Indefinite 5 ManaI Call Upon the Power of Earth to Create a Shield.This spell creates a protective field that will negate the first earth spell or effect successfully cast upon the recipient. (Would it negate a blow from a stone weapon?)

Crush Instant 6 ManaI Call Upon the Power of Earth to Crush <ITEM>.This spell causes the item named by the caster to be crushed and become useless. This spell can affect an object up to and including the size of a door. This will not create a door-sized hole in a larger structure.

Wall of Stone 1 Day 7 ManaI Call Upon the Power of Earth to Create a Wall.This spell creates a wall of stone up to 10’ across which expands from the point of origin until it reaches 10’ in length or is stopped by a barrier. This wall can be tunneled through in 1 hour with proper mining tools. The wall is also affected by spells that affect up to 10’ of inanimate material, Dispel Enchantments, Rock to Mud, and Suppress Enchantments. No other spells or effects have any affect. Any creature standing on the phys rep of the wall when the spell is cast will be forced to the side away from the caster. Any creature that has an active Stone Shield is completely protected from the negative effects of the wall and may decide which side of the wall to end up on. If they do not immediately move out of contact with the Wall, the Shield will be expended and the target will take all Wall effects normally. This spell requires that a length of rope or tape (preferably brown) be used to mark the position of the wall.

Bind Line of Sight 8 ManaI Call Upon the Power of Earth to Bind YouThis spell causes a large hand of stone to rise from the earth and hold the target in one position. The target can speak but cannot move or cast spells except from the Path of Mind, which requires thought alone. The spell can be broken by a +8 or better strength, which causes 8 points of

Stone damage and requires a three count to accomplish. The victim can be killing blowed while under the effect.

Stone skin 10 Minutes 9 ManaI call Upon the Power of Earth to Create Stone skin.This causes the target’s skin to become as hard as stone. While this is the case, the target is immune to normal, silver, and magical weapon attacks. The recipient is also immune to all “Natural” attacks, including those that duplicate spell effects that would normally effect the target. Spells affect the target normally; in addition, the target cannot cast spells or attack in any way without breaking the spell. The recipient still needs to breathe and is affected normally by gas poisons, but contact poisons and carrier attacks do not affect the recipient. While invoking this effect, the recipient must use this hand gesture: both fists touching in front of their torso.

Earthquake Instant 10 ManaI Call Upon the Power of Earth to Create an Earthquake.This spell causes the ground beneath the target to shake, stunning them for 10 minutes unless protected by a Stone Shield of immune to Earth effects. While stunned, the target cannot move or use any in-game skills and is vulnerable to a killing blow.

Pass Wall 10 minutes 10 ManaI call Upon the Power of Earth to Create a Pass wall.This spell creates a 10’x10’x10’ corridor through solid earthen or stone material. It creates a perfectly smooth and navigable passage through the material. If an object or person is caught within the corridor when the spell ends, that object or person will be ejected from the corridor to a random side (determined by marshal).

Flesh to Stone 1Hour 11 ManaI Call Upon the Power of Earth to Turn Flesh to Stone.This turns a living target into a statue. In this form, the target is immune to harm, but cannot be moved at all. In addition, the target is unaware of their surroundings while in stone form. The reverse of this spell will negate the effect. If used on a creature of stone or earth elemental, this spell will remove all natural armor points and allow most to be harmed by normal weapons.

Gauntlet 10 Minutes 11 ManaI Call Upon the Power of Earth to Create a Gauntlet.This spell changes the limb of the target chosen by the caster into that of a minor earth elemental. For the duration, this gives the target the ability to use the arm as a Natural Weapon with a base damage of 5. It may also be used to block as a Monster’s Claw. It cannot, however, be used for casting spells, throwing poisons, using weapons, or any task requiring fine manipulation while the spell is active.

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Entomb Instant 12 ManaI Call Upon the Power of Earth to Entomb You.This spell completely encases the target in stone, crushing them and instantly reducing all body, armor, and protectives to -1 unless protected by a Stone Shield or immune to Earth effects. This spell acts as a killing blow, but the target is still affected by life spells and Spirit Anchor.

Command Elemental 1 Hour 13 ManaI Call Upon the Power of Earth to Command Elemental.This spell allows the caster to issue one command to an Earth Elemental that it must obey immediately and to the best of its ability, including self-destructive orders.

Solidify Instant 14 ManaI Call Upon the Power of Earth to Solidify the Earth.This spell creates a barrier preventing creatures from making their escape through the earth. This spell causes all beings that used the earth to escape to return to the surface. Once the spell effect is begun, the caster must plant their right foot and incant ‘Solidify’ for each packet thrown. They may cast an unlimited amount of packets provided no other spells are cast and their right foot stays planted.

Rock to Mud Instant 14 ManaI Call Upon the Power of Earth to Turn Rock to Mud.This spell causes a 10x10x10 volume of non-living, inanimate stone or rock to mud. It will destroy a Wall of Stone, Root, Bind, or a being of Stone, including one under the effects of Flesh to Stone.

Mud to Rock Instant 14 ManaI Call Upon the Power of Earth to Turn Mud to Rock.This spell causes a 10x10x10 volume of non-living, inanimate mud to rock or stone. It will act as a Wall of Stone, Root, Bind, or as a renew on a being of Stone.

Summon Elemental 1 Hour 15 ManaI Call Upon the Power of Earth to Summon Elemental.This spell will summon a minor earth elemental to perform one task for the caster. This spell lasts until the task in completed, the elemental is destroyed, or 1 hour has elapsed. This spell is not always successful in summoning an elemental; see a plot marshal. This spell will never succeed in combat.

Stone Damage Instant (any) ManaI Call Upon # Stone.This spell allows the caster to call forth elemental energy and direct it at an opponent. “#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter

how much damage is inflicted at once, it is still negated by an active Stone Shield.

PATH OF THOUGHTWith the Power of my Thoughts, . . .Level Spell1 Empathy2 Detect Mind3 Weaken4 Clear5 Thought Shield6 Dream7 Blind8 Shock9 Control10 Stun11 Forget12 Slay13 Remember14 Mesmerize15 ForbidPSYCHIC DAMAGE: WITH MY THOUGHTS, I CAUSE #x3 BODY

Empathy INSTANT 1 MANAWith the Power of my Thoughts, I Create EmpathyThis power allows the psionic to determine the emotional condition of the target. Empathy detects his the specific emotions and their level of intensity at time of casting. The target of the emotions can be determined by a second use of this power. However, the origin of the emotions (Natural, Magical, Psionic, or Alchemical) is not revealed by the use of this power, nor are any thoughts; no matter how intense they are, transmitted by this power.

Detect Mind INSTANT 2 MANAWith the Power of my Thoughts, I Detect MindThis power allows a psionic to determine whether or not the target possesses a mind. DETECT MIND will reveal if the target is Sentient, Self-willed, Instinctual, Programmed, or Non-Sentient. It will also reveal the presence of multiple minds occupying the same form or a link to a Group Mind. Specific thoughts, levels of intelligence, or origins are not revealed by this power.

Weaken LINE OF SIGHT 3 MANAWith the Power of my Thoughts, I Weaken YouThis power allows the psionic to interfere with the target's reflexes, fighting skills, reducing his effectiveness with a weapon. The target of this power must reduce his damage with any weapon by -5 so long as the power is in effect. This power is not cumulative with other weakness effects. This is a mind affecting power.

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Clear INSTANT 4 MANA With the Power of my Thoughts, I Clear Your Mind This power allows the psionic to rid a mind of external influences. CLEAR will free a person of command, Sleep, Enthrall, Rage, Enrage, Slumber, Control, Weaken, and other mind influencing affects, whether magical, alchemical, or psionic. This power functions as an AWAKEN spell for these purposes.

Thought Shield INDEFINITE 5 MANAWith the Power of my Thoughts, I Create a ShieldThis power allows the psionic to create a protective field around the target that will protect the target from the first psionic power or effect successfully used on the recipient. This is announced “THOUGHT SHIELD.”

Dream 10 MINUTES 6 MANA With the Power of my Thoughts, I Create a DreamThis power allows the psionic to force a target into a deep sleep. The target will remain asleep for 10 minutes unless an AWAKEN or CLEAR is used upon them or someone takes one minute to shake them rigorously and shout at them. While under the effects this power, the target is vulnerable to a killing blow.

Blind LINE OF SIGHT 7 MANA With the Power of my Thoughts, I Blind You This power allows the psionic to prevent the target from using his sense of sight to guide him or recognize anything. The affect is simulated by a loss all weapon combat skills. The target may cast spells or use alchemy but must keep his eyes closed. Movement is possible only with a guide. The target may not be killing blowed unless first rendered unconscious or immobile. A character with BLIND-FIGHTING may ignore the effect of this power.

STUN 10 MINUTES 8 MANAWith the Power of my Thoughts, I STUN YOU This power causes the target to become rigid, unable to move. While under the effects of this power, the target is vulnerable to a killing blow. In addition, the target is unable to speak, use any physical in-game skills or magical items. This is not a binding power. The target of this power can be searched.

CONTROL 1 HOUR 9 MANAWith the Power of my Thoughts, I CONTROL YOUThis power causes the target to obey the next command given to him by the psionic. The target must immediately attempt to complete the task. The target will obey all commands except those that are obviously self-destructive in nature. The power

lasts until the command is completed, the duration ends, the power is broken, or the target is killed.

SHOCK 10 MINUTES 10 MANAWith the Power of my Thoughts, I SHOCK YOU This power causes the target to go into shock, rendering the target immobile unless protected by an active THOUGHT SHIELD or immune to psionic affects. While stunned, the target is vulnerable to a killing blow, cannot move or use any game skills.

FORGET INDEFINITE 11 MANA With the Power of my Thoughts, I MAKE YOU FORGET This power allows the psionic to remove the last 15 minutes of the target's memory, causing him to forget the events of that time. If a CLEAR is used upon the target within 5 minutes of being affected, the effects are reversed. If not, the power's affects are permanent.

SLAY INSTANT 12 MANAWith the Power of my Thoughts, I SLAY YOU This power allows the psionic to send a massive surge of mental energy into the target's mind, killing him instantly. The use of this power reduces the victim's total body and protectives to -1 total, unless protected by a THOUGHT SHIELD or immune to psionic affects. This power acts as a killing blow; however, the target is still affected by a RENEW or SPIRIT ANCHOR.

REMEMBER INSTANT 13 MANAWith the Power of my Thoughts, I Make You Remember This power allows the psionic to reverse the effects of memory effecting poisons, powers, and spells that have been used on the target within the last 24 hours. This power will reverse the effects of one such power, poison, or spell for each use.

MESMERIZE 1 HOUR 14 MANA With the Power of my Thoughts, I MESMERIZE YOU This power allows the psionic to place the target under his complete control. The target will not do anything without the psionic's orders. While under the effects of this power the target must obey all the commands of the psionic, even self-destructive orders. However, the target is not required to use spells, poisons, skills, or items unless the psionic specifically directs the target to do so. When fighting with a weapon, the target is not required to call more than base damage with the weapon. The target fights like an automaton with no sense of self-preservation. This spell lasts until the duration is up, the power is negated, or the target dies.

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FORBID 1 DAY 15 MANAWith the Power of my Thoughts, I FORBID YOU TO <SKILL>This power allows the psionic to restrict the target from using one specific skill. That skill cannot be used by the target until he resurrects, a CLEAR, DISPEL ENCHANTMENTS, or 3 Mind Touches are used to negate the effects. This does not affect skills dependent on the skill that has been nulled; however, any skill that directly uses the forbidden skill cannot be used as well. For example, forbidding Read & Write will someone from being able to produce poisons or scrolls, but does not prevent the target from using those items. If a weapon damage skill or backstab is forbidden, then the target’s maximum damage is reduced by the one skill. This power cannot be used against racial abilities that are in continuous effect nor to forbid the target from using mana.

PYSCHIC DAMAGE INSTANT (ANY) MANAWith my Thoughts, I CAUSE # BODYThis power allows the psionic to send a surge of psionic power into the mind of another creature causing the amount of body damage equal to 3x amount of amount the mana used in the attack. No matter how much damage the attack causes, an active THOUGHT SHIELD will block the attack.

Path of TimeBy the Sands of Time, I…Level Spell1 Timekeeper2 Detect Age3 Slow4 Haste5 Time Shield6 Crumble7 Barrier8 Shrivel9 Time Break10 Stasis11 Time Lapse12 Age12 Seal Fate13 Restore14 Stop Time15 Disintegrate Timekeeper Other 1 ManaBy the Sands of Time, I Create a Timekeeper.This spell allows the caster to monitor the duration of any spell effect. To use this spell the player must have a

timepiece or must find one. This spell can be used to tell the caster when a spell is going to expire or if someone who has been killing blowed is beyond help.

Detect Age Instant 2 ManaBy the Sands of Time, I Detect Age.This spell tells the caster the age of a person or object targeted by the spell. It tells the exact amount of time that has passed since the person’s birth or the object’s creation. If cast upon a person, an active Time Shield will prevent Detect Age from functioning, but be used up in the process.Slow Line of Sight 3 ManaBy the Sands of Time, I Slow Your Body.This spell slows a target’s blows, reducing the damage of all weapon attacks by 5 points, to a minimum of zero. The spell remains until a Time Break is cast or line of sight is broken for 10 seconds. This spell will not stack with other damage reducing spells or effects.

Haste Indefinite 4 ManaBy the Sands of Time, I Haste Your Body.This blade spell is cast upon a person, speeding their blows and allowing them to deliver +5 damage on one strike of a weapon. For example, if a character with no weapon skill used a dagger to deliver this effect, they would call “6 normal.” Up to 4 blade spells can be active on a person at one time. Since the spell modifies the damage call of a strike, once the call with additional damage is made the effect is expended whether the strike is successful or not. Only one blade spell can be used per strike.

Time Shield Indefinite 5 ManaBy the Sands of Time, I Create a Shield.This spell creates a protective field that will negate the first Time spell or effect successfully cast on the target.

Crumble Instant 6 ManaBy the Sands of Time, I Crumble <ITEM>.This spell speeds up time on an object, causing to age, rust, erode or weaken and become useless. This spell destroys one item up to the size of a door, but will not create a door-sized hole in a larger object.

Barrier 2 Hours 7 ManaBy the Sands of Time, I Create a Barrier.This spell creates a wall of temporal distortion up to 10’ across which expands from the point of origin until it reaches 10’ in length or is stopped by a barrier. All physical objects passing through will be subjected to a Crumble effect. Time Shield is completely protected from the negative effects of the wall and may decide which side of the wall to end up on. If they do not immediately move out of contact with the Wall, the Shield will be expended and the target will take all Wall

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effects normally. This spell requires that a length of rope or tape (preferably black) be used to mark the position of the wall. Dispel Enchantments or Time Break will negate the barrier.

Shrivel Instant 8 ManaBy the Sands of Time, I Shrivel Your <LIMB>.This spell ages the named limb until it is rendered infirm and useless. No weapon may be used by that limb; in addition, that limb may not be used to cast spells or for locomotion. This spell is negated by Regenerate, Restore, Time Break, or Dispel Enchantments.

Time Break Instant 9 ManaBy the Sands of Time, I Create a Time Break.This spell causes all Time effects still existing on the target to be negated. A Time Shield will negate this spell but be used up in the process. Time Break causes 50 points of damage to creatures linked to elemental Time.

Stasis 10 Minutes 10 ManaBy the Sands of Time, I Create Stasis.This spell stops the target in time, causing them to become rigid and immobile. The target is still movable by others and is vulnerable to a killing blow. The target is unable to speak, use items, skills, or spells, but is still affected by spell normally. This spell lasts for 10 minutes or until the target receives a Time Break or Dispel Enchantments. This is not a binding spell, and the victim can be searched and killing blowed. This spell has no effect on creatures without a metabolism.

Time Lapse Other 11 ManaBy the Sands of Time, I Create a Time Lapse.This spell causes the target to forget the last 15 minutes of time and all the events that occurred in them. If a Time Break is cast upon the target within 10 minutes, the effects are reversed. If not, the effects of the spell are permanent.

Age Instant 12 ManaBy the Sands of Time, I Age You.This spell instantly ages the target beyond the limit of its natural lifespan, instantly reducing the target’s total Body points, Armor, and protectives to -1 unless protected by a Time Shield. This spell acts as a killing blow, but the target is still affected by life spells and Spirit Anchor.

Seal Fate Instant 12 ManaBy the Sands of Time, I Seal Your Fate.This spell will restore to life a person who has died from damage, poison, or spell within the last four minutes. It will restore the spirit to its original body if there is still a body to which the spirit can return. The target of the spell

is brought back with 1 Body Point and no protectives or enchantments in play.

Restore Instant 13 ManaBy the Sands of Time, I Restore <ITEM>This spell will repair any object that has been damaged or destroyed in the last five minutes. This spell will affect any object up to and including the size of a door, but it will not return Body points or Natural Armor to a damaged creature. It will, however, reverse the effects of Wither and Shrivel spells.

Stop Time 10 minutes 14 ManaBy the Sands of Time, I Stop Time.His spell will completely stop a person in time, making them rigid and unable to move or be moved. The target is immune to all spells and physical damage, and cannot be killing blowed. This spell stops ALL time for the target, including the time needed to take damage or receive a healing/life spell. This spell lasts for 10 minutes or until the target is hit by a Time Break, Suppress Enchantments or Dispel Enchantments.

Disintegrate Instant 15 ManaBy the Sands of Time, I Disintegrate <ITEM>.This spell totally destroys up to 10’ cubic of non-living, inanimate matter, one target per casting. It will not make a 10’ hole in a larger structure. This spell may be used on a body that has been killing blowed to make it unaffectable by a life spell or Spirit Anchor. Restore and Mend have no effect.

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Path of WardingI Call Upon Eldritch Power to…Level Spell1 Armor2 Detect Glyphs3 Greater Armor4 Glyph of Warding5 Elemental Glyph7 Message Glyph8 Glyph of Power9 Glyph of Might10 Magic Armor10 Rune of Strength11 Magic Shield12 Glyph of Destruction12 Eldritch Rune13 Erase Glyph13 Elemental Rune14 Glyph of Protection15 Null Rune15 Suppress Enchantments

GlyphsMost glyphs are activated in the way described below. The sole exception is Glyph of Protection, as described in its listing. Only a construct, elemental, or living being may set off a Glyph. Glyphs are activated if someone touches the protected object without first saying the command word, destroys the object, or moves the object more than 5' from its original location even if the command word is known. The command word is a single word chosen at the time of casting. Once set off, the Glyph must be recast to be used again, but need not be redrawn unless the markings have been changed or erased. The original casting requires that the caster draw the glyph on the object before the spell is cast. The Glyph must be at least 3 square inches in size but cannot be more than 5 inches from the center of the design in any direction. The area of effect for any Glyph is measured from the center of the Glyph outward, and is a 5' radius unless otherwise noted in the description. The area of effect of 2 Glyphs cannot overlap. If one Glyph is moved into the area of effect of another Glyph, the Glyph that was moved is negated.

Glyphs can only be charged by touching the item with the Glyph on it and casting the spell into the Glyph. Anyone with the appropriate spells may recharge a Glyph after its initial activation. The Glyph's command word and effects

should be written into the Marshal's notes at the time of casting, including the necessary mana.

Armor Indefinite 1 ManaI Call Upon Eldritch Power to Create Armor.This spell gives the target 3 extra Armor points. As long as the points remain and the damage of an attack doesn’t exceed the remaining points, a character may cast a spell while taking damage. These are the last armor points lost to damage, but will not protect a suit of armor against a breach. Armor spells cannot stack with other Armor spells.

Detect Glyphs Instant 2 ManaI Call Upon Eldritch Power to Detect Glyphs.This allows the caster to tell if an area (door/wall/floor) or an item (chest, etc...) is glyphed. It won’t tell what type of Glyph, just if one’s there or not.

Greater Armor Indefinite 3 ManaI Call Upon Eldritch Power to Create Greater Armor.This is a more powerful version of the Armor spell, granting 6 points of additional Armor, but otherwise acting just the same. It will stack with an Armor spell, but not another Greater Armor spell.

Glyph of Warning 7 Days 4 ManaI Call Upon Eldritch Power to Create a Glyph of Warning.This creates a Glyph that can be placed on an object, which will create a loud sound three times when activated. For example, it can be made to announce “Thief, Thief, Thief!” as loud as the marshal can speak. The glyph must be silver in color and have 4 distinct lines and marks (dot, letter, etc...), no more and no less.

Elemental Glyph 7 Days 5 ManaI Call Upon Eldritch Power to Create an Elemental Glyph.This spell creates a Glyph that the caster can place upon an object. When activated, it will inflict an amount and type of elemental damage that was cast into it when it was created to everything in a 5' radius. Both the Glyph and the Elemental Damage spell are separate castings, so account for the mana of both spells. Example: a Mage creates the Glyph and a 20 point Fire attack (costing 4 more Mana) is cast into the glyph. When activated, the Glyph will inflict 20 Fire on everything in a 5’ radius. This Glyph must have 5 distinct lines and marks (dot, letter, etc…), no more and no less. The glyph must be the appropriate color for the generated effect (fire=red, water=blue, wind=white, stone=brown).

Message Glyph 7 Days 7 Mana

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I Call Upon Eldritch Power to Create a Message Glyph.This spell creates a magical symbol that the caster can place on an object. The glyph will announce a twelve-word message when activated. This glyph is silver in color and must have seven distinct lines and two distinct characters.Glyph of Power 7 Days 8 ManaI Call Upon Eldritch Power to Create a Glyph of Power.This glyph will generate a non-damage spell effect from an elemental path that is cast into the glyph when it is created. Example: A Mage creates the Glyph and casts a Vacuum spell into it. When activated, the Glyph will cast a Vacuum spell on the person who triggered the Glyph. Only that person is affected. This Glyph must have 8 distinct lines and 2 distinct marks (dot, letter, etc…) and be the appropriate color for the effect it generates (fire=red, etc…)Glyph of Might 7 Days 9 ManaI Call Upon Eldritch Power to Create a Glyph of Might.This Glyph is the same as a Glyph of Power, but it can be imbued with a non-elemental spell effect. The Glyph must have 9 distinct lines and 2 distinct marks, no more & no less. The Glyph must be silver in color.

Magic Armor Indefinite 10 ManaI Call Upon Eldritch Power to Create Magic Armor.This spell surrounds the recipient with a protective field that will guard against the effects of a Waylay, Death Strike, or Execute. A Waylay will still deal normal damage, but not render the target unconscious. A Death Strike or Execute will make the target lose all protective spells, armor, and natural armor and be reduced to 1 body point, but not die outright. In either case, the spell is used up.Rune of Strength 1 Hour 10 ManaI Call Upon Eldritch Power to Create a Rune of Strength.This rune will create a protective field around an inanimate object that will allow the object to resist any attempt to destroy it for the duration of the spell. This rune must have 8 distinct lines and two distinct marks (dot, letter, etc…), no more and no less. This rune is gold in color. Please note that any object this rune is placed on will be consumed one hour after the Rune is cast. This Rune cannot be drawn on an indestructible object.

Magic Shield Indefinite 11 ManaI Call Upon Eldritch Power to Create a Shield.This spell creates a protective field around the target that will negate the first magical spell or effect successfully cast upon the recipient. This spell will be used before any other Shield spell. Example: If the target is hit with a Fire spell and has both a Magic Shield and a Fire Shield, the Magic Shield is used up first.

Glyph of Destruction 7 days 12 ManaI Call Upon Eldritch Power to Create a Glyph of Destruction.

This Glyph, placed on an inanimate object, will destroy all non-permanent items in a 5’ radius when activated. This glyph must have 12 distinct lines and 3 distinct marks (dot, letter, etc…), no more or less, and be silver in color. An active Force Shield will block the effect of this Glyph.

Eldritch Rune 1 Hour 12 ManaI Call Upon Eldritch Power to Create an Eldritch Rune.When placed on a weapon, this Rune allows a weapon so empowered to swing “Magic” damage for the duration of the Rune. This rune must have 10 distinct lines and 3 distinct marks (dot, letter, etc…), no more or less and be gold in color. The object so empowered will be consumed by the magic when the spell expires. An Eldritch Rune may be etched into an indestructible object at the time of the object’s creation by the object’s creator as long as the creator can cast the Rune. In this case, the weapon is not destroyed.

Erase Glyph Instant 13 ManaI Call Upon Eldritch Power to Erase Glyph.This spell allows a caster to destroy a glyph that he/she is aware of. The caster must know what type of Glyph is present to erase it. The Glyph is completely removed, and must be redrawn to be reused.

Elemental Rune 1 Hour 13 ManaI Call Upon Eldritch Power to Create an Elemental Rune.This Rune is placed on an object (weapon). It will create an Elemental Aura around the weapon, which will allow the weapon to strike for “<elemental>” damage for the duration of this rune. The Rune must have 12 distinct lines and 4 distinct marks (dots, letters, etc…), no more and no less, and be gold in color. The object affected by the Rune will be consumed by the magic when the Rune expires. An Elemental Rune may be etched into an indestructible object at the time of the object’s creation by the object’s creator as long as the creator can cast the Rune. In this case, the weapon is not destroyed.Glyph of Protection 1 Day 14 ManaI Call Upon Eldritch Power to Create a Glyph of Protection.This glyph, placed on an object, will prevent a specific type of creature from approaching within a 10’ radius of the Glyph. Example: the caster of this Glyph specifies and Orc, so for 1 day no Orc or Orc-kin can approach within 10’ of the glyph. The glyph can be destroyed without harm to the person destroying it. It can be negated as simply as being wiped off by another type of creature. A special component required is the blood of a creature of the type to be warded against. The blood must be used within 5 minutes of harvesting. The glyph cannot be moved after casting without disrupting the spell and ending the magic. The glyph must have 13 distinct lines and 3 distinct marks (dots, letters, etc…), no more and no less, and be red in color.Null Rune 1 Hour 15 ManaI Call Upon Eldritch Power to Create a Null Rune.

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This creates a symbol that negates all magics affected by a Suppress Enchantments upon an item for the duration of the spell. This Rune may still be affected by an Erase Glyph, Dispel Enchantments, or Suppress Enchantments spell or effect. This rune will only affect the object it is cast upon and will fade away harmlessly at the end of its effect. This Rune must be gold in color, and contain 15 distinct lines and 15 distinct marks.Suppress Enchantments Line of Sight 15 ManaI Call Upon Eldritch Power to Suppress Enchantments.This spell causes all magic on a target to be temporarily dispelled. It will Suppress all protective spells and enchantments, and prevent the use of magic items but not spell casting until it is dispelled or line of sight is broken for 10 seconds. This will work on Glyphs and Walls and will repel all magical creatures of any size without concentration. All protectives, blade spells, forms, auras, shields, glyphs and Runes cast on a suppressed target will have no effect.

Path of WaterI Call Upon the Power of Water to…Level Spell1 Light2 Identify Liquid3 Chill3 Breathe Liquid4 Ice Blade5 Water Shield6 Purify Liquid7 Wall of Ice8 Evaporate8 Frostbite9 Water Form10 Freeze11 Bridge11 Flow12 Dehydrate13 Command Elemental14 Create Current15 Summon ElementalIce Damage: I Call Upon (#x5) Ice.Liquid Light 1 Day 1 ManaI Call Upon the Power of Water to Light my Way.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation or 24 hours have passed, whichever comes first.

Identify Liquid Instant 2 ManaI Call Upon the Power of Water to Identify Liquid.This spell allows the caster to exactly identify the contents of a single container filled with liquid. The identification provides the caster with full knowledge of its effects and type.

This spell will not identify the contents of a liquid with a masking agent.

Chill Instant 3 ManaI call Upon the Power of Water to Chill <item>.This spell makes an item named by the caster up to the size of a shield to become weak and brittle from cold, destroying the item but causing no damage to the wielder. This spell will not create a shield-sized hole in a larger structure.Breathe Liquid 1 Day 3 ManaI Call Upon the Power of Water to Breathe Liquid.This spell allows the recipient to breathe normally underwater for up to 24 hours. It does not provide freedom of movement or any other adaptation, and the spell ends automatically the first time the target breathes air after the spell is cast or the duration expires.

Ice Blade Indefinite 4 ManaI Call Upon the Power of Water to Create an Ice Blade.This blade spell is cast upon a person, allowing them to deliver +5 Ice damage on one strike of a weapon. For example, if a character with no weapon skill used a dagger to deliver this effect, they would call “6 Ice.” Up to 4 blade spells can be active on a person at one time. Since the spell modifies the damage call of a strike, once the call with additional damage is made the effect is expended whether the strike is successful or not. Only one blade spell can be used per strike.

Water Shield Indefinite 5 ManaI Call Upon the Power of Water to Create a Shield.This spell creates a protective field that will negate the first Water spell or effect successfully cast upon the recipient.

Purify Liquid Instant 6 ManaI Call Upon the Power of Water to Purify LiquidThis spell allows the caster to make any water free of disease, poison, or magic preventing it from being drinkable. It can affect a maximum of one target (wineskin, chalice, mug, etc...) per casting and can purify up to 50 gallons of liquid. It will partially purify a container with a larger amount of liquid. It can be used upon an individual to remove most poisons in their system. This spell will also destroy all potions in a container. It will not neutralize all potions or alchemy carried by a character, but may neutralize all such material carried by a character in a single container.

Wall of Ice 1 Day 7 ManaI Call Upon the Power of Water to Create a Wall.This spell creates a wall of ice up to 10’ across which expands from a point of origin no more than 20’ away from the caster until it reaches maximum length or prevented from continuing by a barrier. The wall is resistant to damage and it will take 1 hour to cut a man-sized hole. Any creature

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standing on the phys. rep. of the wall when the spell was cast will be forced (taking no damage) to the side of the wall away from the caster. The wall is also affected by spells that will affect up to 10’ of inanimate material, Dispel Enchantments, Evaporate, and Suppress Enchantments. All other spells and effects have no effect. This spell requires a length of rope or tape (preferably blue) be used to mark the position of the wall. This spell lasts 1 day, and cannot be moved once cast.

Evaporate Instant 8 ManaI Call Upon the Power of Water to Evaporate You.This spell causes all water spell or natural ability effects still existing on the target to be negated. Water Shield will stop this spell, but it will be used up in the process. Evaporate causes 50 points of damage to creatures of elemental water, including those in Water Form, but not water-aspected Faerie. This spell will destroy potions, elixirs, and poisons only if specifically used on them.

Frostbite Permanent 8 ManaI call Upon the Power of Water to Frostbite your <limb>.This spell creates a numbing cold which causes the target to lose the ability to use the named limb until it is cured with a Regenerate spell, the victim dies and receives a life spell, or Resurrects. This does not affect creatures healed by or immune to water spells/effects. It does not affect creatures without a metabolism and is stopped by an active Water Shield.

Water Form 1 Hour 9 ManaI Call Upon the Power of Water to Create a Water Form.This spell causes the target’s body to become “living water.” While in this form, the recipient is immune to most spells and weapons. They can still be affected by magic weapons, Evaporate, Dehydrate, Whirlwind, Imprison, Wizard Lock, Glyphs, Suppress Enchantments, Time Stop, Stasis, Dispel Enchantments, Thought spells and effects, and all Wall spells except Wall of Ice & Wall of Stone. (What about Fire effects?) The Water Form can seep through rough, small openings with a three count. A character in Water Form will stay as a cohesive whole fitting into a single container. A Water Form cannot be used to drown another character. While in Water Form characters must use this hand gesture: hands flat open with the palm facing the chest and the fingers touching until they wish to end the spell. The character cannot attack while in Water Form. A Water Form under the water can use the skill HIDE at will for the duration of the spell.

Freeze Line of Sight 10 ManaI Call Upon the Power of Water to Freeze You.This spell covers the target with a layer of ice preventing movement. The ice covers the target from the neck down, allowing speech but not spell casting. Any damage done to the ice sheath causes damage to the victim. The sheath can be broken by +10 or better strength, causing the victim 10

points of ice damage and requiring a three count to accomplish. The victim can be killing-blowed while under the effects of this spell. The target of this spell cannot be searched while under its effects.

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Bridge One Trip 11 ManaI Call Upon the Power of Water to Create a Bridge.This spell creates a temporary bridge that the caster and those the caster designates can use to cross liquids as if they were solids. This bridge functions for one trip only.

Flow 1 Hour 11 ManaI Call Upon the Power of Water to Create a Flow.This spell allows the recipient to act underwater as if they were on dry land. The surrounding liquid does not diminish the target’s movement or the speed of his/her weapon strikes. This allows the character to inflict full damage from his/her weapons and keep pace with underwater creatures. The recipient is considered to possess the skill Underwater Combat for the duration of this spell.

Dehydrate Instant 12 ManaI Call Upon the Power of Water to Dehydrate You.This spell drains away all the water in a target, reducing their current armor, body, and protections to -1 total, unless protected by a Water Shield or immune to Water effects. This spell acts as a killing blow, but the target is still affected by life spells and Spirit Anchor.

Command Elemental 1 Hour 13 ManaI Call Upon the Power of Water to Command Elemental.This spell allows the caster to issue one command to a water or ice elemental that it must obey immediately and to the best of its ability, including self-destructive orders.

Create Current Line of Sight 14 ManaI Call Upon the Power of Water to Create a Current.This spell creates a barrier preventing ships and creatures native to the water from making their escape by the water. It causes all beings that used the water to escape to return to the land. Once the spell is invoked the caster must plant his right foot and incant the Current spell for every packet then thrown. This can be done an unlimited number of times provided no other spells are cast and the caster’s right foot stays planted. Only creatures hit by a packet are affected by the spell.

Summon Elemental 1 Hour 15 ManaI Call Upon the Power of Water to Summon Elemental.This spell summons a minor elemental of water or ice to perform one task for the caster. This spell lasts until the task is completed, the elemental is destroyed, or 1 hour has elapsed. This spell is not always successful in summoning an elemental; see a plot marshal. This spell will never succeed in combat.

Ice Damage Instant (any) ManaI Call Upon # Ice.This spell allows the caster to call forth elemental energy and direct it at an opponent. ‘#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active Water Shield.

Path of WindI Call Upon the Power of Wind to…Level Spell1 Light of Wind2 Feather Fall3 Gust4 Saber5 Wind Shield6 Vortex7 Wall of Wind8 Disperse Air9 Lightning Barrier9 Gaseous Form10 Thunder strike11 Whirlwind11 Gas Shield12 Vacuum13 Command Elemental13 Cyclone14 Storm15 Summon ElementalLightning Damage: I Call upon (#x5) Lightning

Light of Wind 1 Day 1 ManaI Call Upon the Power of Wind to Light my Way.This spell creates a light source (glow stick or muted flashlight) which the caster can use until sunlight touches the physical representation of the spell or 24 hours have passed, whichever comes first.

Feather Fall Instant 2 ManaI Call Upon the Power of Wind to Feather Fall.This spell allows the recipient to fall from any height without taking any damage. This also allows the recipient to choose their location at the end of a Whirlwind, if the spell is activated in the form of an item or is a natural ability.

Gust Instant 3 ManaI Call Upon the Power of Wind to Create a Gust.This spell blasts the target with a gust of wind that causes them to drop all items held in their hands. The spell affects the item for 5 seconds, after which the items come to rest and can be retrieved.

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Saber Indefinite 4 ManaI Call Upon the Power of Wind to Create a Saber.This blade spell is cast upon a person, allowing them to deliver +5 lightning damage on one strike of a weapon. For example, if a character with no weapon skill used a dagger to deliver this effect, they would call “6 lightning.” Up to 4 blade spells can be active on a person at one time. Since the spell modifies the damage call of a strike, once the call with additional damage is made the effect is expended whether the strike is successful or not. Only one blade spell can be used per strike.

Wind Shield Indefinite 5 ManaI Call Upon the Power of Wind to Create a Shield.This spell creates a protective field that will negate the first wind spell or lightning effect successfully cast upon the recipient.

Vortex Line of Sight 6 ManaI Call Upon the Power of Wind to Create a Vortex.This spell surrounds the target in a cyclone wind holding them in one position. The target can speak but cannot move or cast spells except for Path of Mind, which require thought alone. Any attempt to break the Vortex forces the target back to their original position, preventing escape unless the target possesses +6 or better strength. Breaking free will because 6 points of Wind damage and requires a three count. While under a Vortex effect the target is vulnerable to killing blows. The target of this spell can be searched while under its effects but cannot be moved.

Wall of Wind 1 Day 7 ManaI Call Upon the Power of Wind to Create a Wall.This spell creates a wall of wind up to 10’ across which expands from the point of origin until it reaches 10’ in length or is stopped by a barrier. Any weapon or object that passes through the wall will be affected as if hit by a Gust of Wind spell. Creatures that attempt to cross the wall will be thrown 20’ away from the wall, taking no damage. Any creature standing on the phys rep of the wall when the spell is cast will take the effect from the wall and must decide which side of the wall to land on. Any creature that has an active Wind Shield is completely protected from the negative effects of the wall and may decide which side of the wall to end up on. If they do not immediately move out of contact with the Wall, the Shield will be expended and the target will take all Wall effects normally. Spells pass freely through the Wall. This spell requires that a length of rope or tape be used to mark the position of the wall.

Disperse Air Instant 8 ManaI Call Upon the Power of Wind to Disperse Air.This spell causes all wind effects still existing on the target to be negated. A Wind Shield will stop this spell, but will be expended in the process. This spell causes 50 points of damage to creatures of elemental air or Gaseous Forms, but not to air-aspected Faerie. It will negate one gas attack or Gas poison if cast upon an alchemy globe or similar container.

Lightning Barrier Indefinite 9 ManaI Call Upon the Power of Wind to Create a Lightning Barrier.This spell creates a barrier of electricity around the target, which makes the next person that hits the target with a legal weapon strike (natural or artificial) to take 20 points of magical lightning damage. If the attacker is still conscious afterwards, the damage from the attack is delivered normally. The spell is used on the first successful strike with a legal weapon (even thrown/missile weapons). This spell will not stack with a Fire Aura or Deflect Weapons.

Gaseous Form 10 Minutes 9 ManaI Call Upon the Power of Wind to Create a Gaseous Form.This spell turns the target’s body into a mass of vapor. In this form, the target is immune to all physical attacks and most spells. Vortex, Whirlwind, Disperse Air, Vacuum, Glyphs, Wizard Lock, Stasis, Time Stop, Dispel Enchantments, Circle of Force, Path of Thought spells and effects, and Wall spells except for Wall of Fire, Wall of Ice, and Wall of Stone affect Gaseous Form normally. The target can pass through the smallest of openings effortlessly. The Form actually floats and allows the target to cross pits and other such obstacles safely. If submerged, the Form is forcibly ejected from the liquid, taking no damage, nor can the Form enter a body of water. While in Gaseous Form the target must use this hand gesture: hands crossed down against the torso until they wish to end the spell. While in Gaseous Form, the target is unable to attack.

Thunder Strike Instant 10 ManaI Call Upon the Power of Wind to Create a Thunder Strike.This spell causes the target to be stunned for 10 minutes unless protected by a Wind Shield or immune to Air effects. While stunned, the target is vulnerable to a killing blow and cannot move or use any in-game skills.

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Whirlwind Instant 11 ManaI Call Upon the Power of Wind to Create a Whirlwind.This spell creates a great wind that picks up the target and hurls him/her 100’ in a direction chosen by the caster. If there isn’t enough room to complete the 100’ the target takes 20 points of Massive damage. Another character hit by a character under the effects of this spell takes 20 points of Massive damage as well. If the target can travel 100’ without striking another object, then no damage is caused. If the character is under the effect of a binding spell or effect, the character is not freed and takes the 20 points of Massive damage. If the character is being held by a binding strike, the creature and the character both take the 20 points of Massive damage. A Feather Fall spell or effect will prevent damage.

Gas Shield Indefinite 11 ManaI Call Upon the Power of Wind to Create a Gas Shield.This spell creates a protective field around the target which will negate the first successful alchemical gas attack against the target. This may not be stacked with an Alchemy Shield, and will not protect from Natural poison attacks unless the word ‘gas’ is used in the attack.

Vacuum Instant 12 ManaI Call Upon the Power of Wind to Create a Vacuum.This spell removes all air from around the target. The resulting vacuum reduces the target’s current body, armor, and protections to -1 total, unless protected by a Wind Shield. This spell acts as a killing blow, but the target is still affected by life spells and Spirit Anchor.

Command Elemental 1 Hour 13 ManaI Call Upon the Power of Wind to Command Elemental.This spell allows the caster to issue one command to an air or lightning elemental that it must obey immediately and to the best of its ability, including self-destructive orders.

Cyclone 10 Minutes 13 ManaI Call Upon the Power of Wind to Create a Cyclone.This spell creates a swirling tunnel of wind around the target, which will prevent the passage of thrown weapons, gases, arrows, and bolts either in or out of the spell. It has no effect on creatures, hand-held weapons, or spells.

Storm Line of Sight 14 ManaI Call Upon the Power of Wind to Create a Storm.This spell creates a barrier preventing flying creatures and objects from making their escape by air. It causes all beings that used the air to escape to return to the land. Once the spell is invoked the caster must plant his right foot and incant the Storm spell for every packet then thrown. This can be done an unlimited number of times provided no other spells are cast and the caster’s right foot stays planted. Only creatures hit by a packet are affected by the spell.

Summon Elemental 1 Hour 15 ManaI Call Upon the Power of Wind to Summon Elemental.This spell summons a minor elemental of air or lightning to perform one task for the caster. This spell lasts until the task is completed, the elemental is destroyed, or 1 hour has elapsed. This spell is not always successful in summoning an elemental; see a plot marshal. This spell will never succeed in combat.

Lightning Damage Instant (any) Mana I Call upon # Lightning.This spell allows the caster to call forth elemental energy and direct it at an opponent. “#’ is the damage caused and is equal to 5x the spell points used in the attack. No matter how much damage is inflicted at once, it is still negated by an active Wind Shield.

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MISCELLANEOUS INFORMATION Alchemizing Poisons

A character can attempt to decipher an alchemical recipe from existing doses of any normal poison. The character must have Herbalist 10 and Alchemy of sufficient level to produce the highest grade of that poison. He will also need five non- masked doses of the highest grade of that poison, if applicable, sole use of a poison lab for two consecutive production days, five times the cost of the poison to produce in herbals for experimentation, and the funds necessary to write the formula. The five doses of the poison and the herbals are used up during the research process. Bag Picks

Some skills allow you to do a bag pick to see if your character can successfully Track or Disable a Device. Any game skill that requires a random pick or allows one will use this system of assembling the Pick Bag. There are 2 success picks There are is 1 failure pick For each level of skill in excess of the Difficulty Level add 1 success For each level of Difficulty in excess of the skill level add 1 failure

TRACKING MODIFIERS LOCK MODIFIERSKeen Scent +2 success Good lock picks +1 successKeen Sight +1 success Makeshift lock picks +2 failuresRecent Rain (muddy terrain) +1 success No lock picks +4 failuresThick brush +1 success Character bound (hands) +1 failuresSmall Party (2-5) +1 success Character bound (full) +3 failuresLarge Party (6+) +2 success Unfavorable conditions +1 failuresOther character w/Tracking +1 success Each additional try +1 failuresAcross snow +2 success Pick Wizard Lock +6 failuresTrail crosses water +2 failureTrail intersects another trail +1 failure TRAP MODIFIERSAt night/ poor lighting +1 failure Good tools +1 successTrack on stone surface +2 failure Another character w/ Disarm +1 successTrack through town +5 failure Makeshift tools +2 failuresIn a storm +1 failure No tools +4 failuresAfter 1 hour +1 failure Unfavorable conditions +2 failuresPer 4 hours after tracks made +1 failure Magical Trap +1 to +10 failuresNon-corporeal +7 failure Glyph +1 to +6 failures

SUMMONING MODIFIERSOpposed philosophy +4 failuresWithout research +4 failuresSpeak common language +1 successDoes not speak language +2 failuresHostile Environment +2 failuresCommuning +2 successMeditation +1 success

per hour Alcohol

There is not to be any alcohol on site at any time under any circumstances. At the tavern, non-alcoholic beverages may be available. Other than this, any player found with alcohol on site will be acted against. This is serious, please report anyone drinking alcohol or using any controlled or illegal substances.

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Checking Cards Any marshal has the right to check any PC's card, or spell memory, tags, remaining body, etc. This means

that the marshal can look at the actual cards and tags. A PC has the right to check a NPCs stats, but this does not mean that the PC has the right to look at the NPCs card. The PC can demand a marshal to verify the NPCs stats. This is to prevent the PC from learning the NPCs weaknesses out-of-game and exploiting them, known as meta-gaming or cheating. Marshals

A marshal is someone who makes judgment calls or runs a particular event. There are certain types of marshals, and each has powers specific to their area of expertise. Not all marshals can make calls in all areas. Make sure you consult the right marshal. Plot Marshal

This is someone who can make big decisions that are global or game orientated. They oversee the plots for a weekend and jurisdiction over all other marshals. Rules Marshal

This is someone who can make rule judgments, clarify the effects of a spell, and settle disputes. They can be seen wandering around to give credit where it is due to NPCs and players, and to catch cheaters. They also can be seen running modules. Weapon Marshal

This person is responsible for checking weapons, shields, and armor for safety at check in. If any of these is considered unsafe, they can refuse to allow it in game. Rogue Marshal

This is a person who is trusted with overseeing In Game theft. This type of marshal can be used to oversee cabin break-ins, the theft of In-Game items, and the disarming of In-Game traps and locks. NPCs

An NPC is a non-player character. NPCs play the parts of monsters, bad guys, occasionally good guys (you can never tell), and basically make the game more interesting for the players. Out-Of-Game

This is a term used to describe someone or something that is not present in the game scenario. A person that is out of game will be wearing a white headband or will have a hand placed on top of their head. Marshals will usually be out of game as they direct NPCs, make clarifications, and judgments, and guide the story and the game as a whole. NPCs can be out-of-game after they die, as they move from one area to another for an encounter, etc. Players not part of the current scenario can also be out-of-game. Anyone not a marshal CANNOT interfere with the happenings in-game whatsoever. This means any kind of interaction, the giving of information, items, etc. is not allowed. Also, the use of any information, items, etcetera, gained while out-of-game is forbidden. This is called meta-gaming. Sleeping Out of Game

You have the option of choosing to sleep out of game. This is done for your convenience so that can sleep at night if you want to. However, monsters raid your cabin and you are out of game you stay out of game. Until the encounter is over, all perpetrators have left; you cannot come back in game. You must also indicate to the marshal for your cabin where your character is in-game. Smoking

Smoking is allowed in designated smoking areas. Please refrain from smoking outside these areas, due to the nature of the camps. Smoking poses a serious hazard. Also, smoking takes away from the atmosphere. Real Weapons

Westmark does not allow or condone participants bringing real weapons to its events even if these weapons are only for decoration, show and tell etc. It is not permissible to bring weapons to an event. Peace-bonds, dull or unfinished blades, other attempts to make weapons "harmless" does not excuse you or the weapon. If you bring a weapon, you will be asked to secure it, remove it from the camp, or leave. Experience Points

Experience Points are one way that Plot rewards those players who help in the running of the game by volunteering time, props, playing NPCs, helping clean areas for Westmark, writing plot lines, and generally making the game more enjoyable for everyone. Experience Points can be used for number of different in and out of game reasons. Experience Points can be turned in instead of or in addition to in game money to earn a character experience points. This is also done on a one Experience Point per one Silver Piece ratio.

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In-Game ItemsExperience Points can be use purchase in game items for a character. The ratio of Experience Points

needed to purchase a particular depends upon the item’s components. For Component I’s, its 1-to-1 ratio; for Component II’s, it’s 10-to-1, and for Component III’s, it is 100-to-1. Or experience points equal to the items production, whichever is higher. In addition, a player purchasing the scroll his character must have the spell he wants to purchase already in memory. You may not produce scrolls, potions, and alchemy that are italicized. For silver weapons, a number of Experience Points must be used equal to the number of silver necessary to create the in weapon. Plot may refuse to let a player buy an in game item. Bribing Plot

Experience Points can be used to "Bribe Plot." There are a couple of ways to "Bribe Plot." One common way to bribe plot is to request a special teacher for a new skill that your character wishes to learn but cannot find a teacher in game or will not learn from any of the teachers in game. This method of bribing plot costs three Experience Points per Character Point that the skill costs. Other, more risky methods of bribing plot involve attempting to pass a character history or element of that character history which plot would not normally approve. Largely the number of headaches the proposed history will cause determines the cost for this type of bribe. These costs and ratios are subject to updates and changes. Westmark will attempt to notify the players of any changes in these uses or costs before it they take effect. Retirement Option

A player can choose to 'retire' a character. This means that the character permanently becomes an NPC completely under the control of Plot. This can be done with a character that currently lives, or has just died but before a pick is made for resurrection. Characters that are under criminal sentence, outstanding fines, deaths, or slavery sentences cannot be retired until all sentences have been carried out and/or paid in full. The player that makes this choice will receive half that character's total character points towards making a new character. For example, a player decides to retire a character with 80 total character points. His new character has 40 total character points; this is not in addition to a starting player's initial 25 points. All of the retired character's possessions will go with the retired character. A player cannot "unretire" a character. The decision to retire a character is final; there are no exceptions. This is not available to characters that have already permanently died. After the first three games, players are allowed one character rewrite or character retirement with full character point roll over, if the character has already permanently died due to failing the resurrection bead pick, this does not apply. Rogues

In this world of high fantasy, rogues and thieves can thrive. Theft can be a respectable, if illegal, profession, and is not very uncommon. There are; however, restrictions and very strict rules governing theft within the game.

Only in-game objects can be stolen. These marked with a permanent Identification Tags for weapons and other items. All such items a character has should be kept with other in-game equipment that the character owns. All of these are the property of Westmark. Personal property and personal physical representation of in-games items should be marked belonging to that player; an example would be swords or armor. These are both in-game items belong solely to the player. Therefore, a thief cannot take these items, only the take the tag that represents them. A Rogue Marshal must be present to witness the theft, and to inform the victim that their item is missing if it ever becomes apparent to them. Any of the Phys-Rep items that are taken must be returned to the player.

A character can find his fortune and his death searching cabins. To search any cabin, including his own, a character or NPC must have a marshal present at all times. A player caught stealing from a cabin without a marshal present is subject to immediate permanent expulsion from game and any charges the other player wishes to bring against guilty player. This is to ensure the safety of personal items during a game where in-game theft is committed. Players may protect their cabins with spell traps. A marshal will read the protection description on the back of the door and judge if the thief is successful in disarming or bypassing these protections. All out-of-game items may not be disturbed. Any items a player places under his or her bed is considered out-of-game and may not be disturbed. Upon exiting the cabin, the thief must show the stolen items to the marshal. The marshal can reward the thief with experience for exceptional burgling. Searching Bodies

To search a fallen character, you merely go that character and say, "I search you." That character must then either hand over all game items or ask for a more detailed search. For a more detailed sea you would describe what you are doing. Such, take off your boots, search your vest pockets, search in your pouch," etc. If an item is hidden on the body, it must actually be hidden there. If you want silver hidden in a secret pocket in your cloak, it must be in a secret pocket in your cloak. Once the container of treasure has been determined, the searching of that

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area takes as long as it takes the NPC to take out the treasure. This does not mean an NPC can take extra time to take out treasure attempting to do harm in this manner to PC’s.TERMS

Here are some of the definitions of terms found in the game. These terms may have meanings that are not found in the real world. Body Damage

Any attack that does damage to the character's natural body, not including protectives, such as Aid and Empower, does body damage. Carrier Attack

Any attribute that is appended to the end of a weapon call. There are two types. One type describes the type of damage, such as “5 Fire.” The other indicates an effect that will affect the character once the attack has done body damage to the character, such as “5 Sleep.” Concentration

This is used to describe the duration of an effect that relies upon the caster's or the recipient's concentration. This is usually represented by a hand gesture. If the hand gesture is broken or the character maintaining the concentration is rendered unconscious; then, the concentration is broken Count

This is used to count an action. There are many different counted actions in the game. They vary in length and effect; the effect and the number must both be said aloud, For example: "Killing Blow One, Killing Blow two...." If two counts of similar length begin then it is the person who began their count first who wins as long as all other factors are equal. There are two types of counts: ones that can be interrupted and ones that cannot. A killing blow may be interrupted. If someone interrupts a killing blow then the count must begin again. Burrow is a count that cannot be interrupted. If a burrowing creature is struck while counting, it may continue the count useless it is killed or rendered unable to. Detect

This word is used to mean that the ability, skill, or spell allows the character using it to find the specified substance or effect on the target or in the defined area of effect. It does not allow the character to determine the exact a nature or cause of the specified substance or effect. A Detect only grants the character awareness of a substance or effect's presence. Door-Sized

This phrase is used to define any object, which falls within the dimensions of 8' by 4'. This term also applies to any item made with the skills, Weapon Smith, Armor Smith, Scroll Making, or Potion Making, Alchemy, and certain items that made with the Trap Making skill whose physical representation is smaller than the 8' by 4' area. Hand Gestures

These are out of game representations of particular game effects. They indicate the concentration necessary to maintain the skill or the effect. You cannot use these hand gestures without having the spell or skill active. The effect or skill is only active as long as the hand gesture maintained or until the skill or spell duration ended. Harvest

This word is to mean the ability whether natural or skilled base actually remove useful components or products, as poisons or potions, from a creature or a place. The act of harvesting requires 30 full seconds otherwise specified. Helpless

This word is to refer to a state in which someone cannot cast, resist, or act in any appreciable manner to themselves. This includes, but is not limited to, who are sleeping, stunned, dead, bound, or enfeebled. Identify

This word is to mean that the ability, skill, or spell to allow a character using it to determine more information on the specified substance or effect on the target or in the area. In other words, the presence of the effect must be determined before it can be identified. Depending on the actual ability, skill, spell, the character may find varying levels of information. This may also occur with the several detect spells (i.e. the Detect Enchantments spell). This ability does not allow a character initially detect the substance or effect unless otherwise specified. IG/ In-Game

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This is used to describe any place or item that is considered to be part of the game that is in use.

IndefiniteThis term is used to describe an effect that will remain active until used, dispelled, condition is met, such

as a killing blow removing blade spells and protectives. Instant

This term is used to describe an effect that occurs immediately and ends immediately. This type of effect cannot be dispelled nor suppressed any way. Legal Strike

A legal strike is any strike that is not blocked, and does not strike the illegal areas: head, neck, throat, groin, or hands from the wrist out. Line Of Sight

This term is used to describe an effect that persists as long as the originator remains sight of the target. This does not mean the originator must be looking at the target, but target or the originator face each other and can see each other, then Line of Sight is maintained. The originator of the effect must be conscious for Line of Sight to be maintained. Line of Sight persists for a 10 count once actual line of sight is broken. If actual of sight is reestablished within that ten count, the effect remains active. Machine Gunning

This term is used to describe the action of striking your opponent too fast to annunciate your damage call. This is also known as “drum rolling.” A player may only strike his target once per full damage call. This strike must involve a movement of the weapon of greater than 90 degrees or the changing of the target. For example, three successive strikes to the right leg are permissible if each one involves a movement of the weapon of greater than 90 degrees. - If you slur your damage call, you are considered to be machine gunning. OOG/Out-of-Game

This is used to describe any person, place, or item that is not considered to be part of the current game. This includes marshals, props not being used, costumes, and other players whose characters are not part of the current scenario. Recognition

This is used to describe the method in which the owner of an effect can allow beings through/into/out of the effect while it is in operation. The owner must be in contact with the effect and state "<Name> is recognized by the <Effect>" to allow that person only passage. This is by conscious effort and must be vocalized. The being allowed passage could take no other action when crossing the boundary of the effect and must cross it fully but otherwise can take actions normally. The owner may revoke this recognition by being in contact with the effect and stating, "<Name> is no longer recognized by the <Effect>". Revoking recognition does NOT eject the being from the effect once they have completely crossed the boundary. If a being is partially within the boundary, the being is ejected away from the owner. Only one being may be recognized at a time. Shield Sized

This phrase is used to define any object that falls within the dimensions of a legally constructed in-game shield. This term also applies to any item made with the following skills: Weapon Smith, Scroll making. Potion making. Alchemy, and to certain items made with the Trap making skill whose physical representation is smaller than the area of a shield. Spells and Effects

This is used to refer to a grouping of effects that follow a common theme, such as Glamour spells and effects, or binding spells and effects. The effects can be of any type, natural, magical or alchemical but must be listed as particular type of effect such as binding or must bear the same name as an existing spell, such as "Natural Sleep." Touch Cast

This type of casting is where the caster with the permission of the recipient touches the recipient with a packet and casts the spell. The spell packet is not thrown.

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MONSTER SKILLS

AbsorbThis ability allows the creature to absorb a limited amount of a specific effect (i.e. Weapon, damage, fire

damage, spells, etc.). This limit and type is detailed on the creature's card. The creature will announce "Absorb" to denote that the creature's body absorbed the effect. This is visibly different from immunity, although damage or spells that are absorbed have no effect on the creature. Once the limit has been reached, the creature will take normal damage from further attacks of the same type. Altered Metabolism

This ability means that a creature possesses a metabolism different enough to be unaffected by certain conventional effects. There are a few different degrees of Altered Metabolism. The first is the most common that makes the creature immune to all gas poisons except fire, frost and acid gas. There are other types of Altered Metabolism that make creatures immune to contact or ingested poisons or certain paths and/or spells. The creature will announce "No Effect" for anything to which they are immune. Specific abilities will be listed in the monster's card. Amorphous

This is a form of non-corporeal in which the creature is actually a physical entity but lacks a skeletal structure or any definable form. This grants the creature added resistance to weapon damage, either reducing the effects or ignoring the damage altogether. This type of creature is generally immune to binding spells and effects, except for Imprison. Amorphous beings are capable of feats like those of a Water Form. They are capable of squeezing their entire body through a very small opening, requiring a counted action. These creatures are immune to Force damage. Aura

This ability allows the creature to deliver an effect when struck by a legal boffer weapon. The attack does not need to cause damage in order to trigger the aura (for example, the attack strikes the creature’s weapon or shield). This effect can be natural, magical, or alchemical. This ability acts as a smart defense; the creature can choose when to use it. A natural effect can be block by the appropriate shield, a weapon ward, a parry or other appropriate defense. A magical effect can be blocked by a resist magic, appropriate shield, spell block, ricochet, or other appropriate defense. A resist poison, alchemy shield, or other appropriate defense can block an alchemical effect. Binding Strike

This ability allows a creature to entangle another creature with its limbs or body, much like a snake coiling or a bear hug. The creature must strike a legal blow with a boffer weapon that would normally cause damage while announcing "Binding Strike." This ability is used whether or not the strike actually lands. If the strike lands, the target is held immobile by the creature as the creature begins its count. Normally, a creature cannot do anything else during the count (unless specified on the creature card). When the count is done, the victim is effectively killing blowed. Creatures with greater strength than the creature delivering the Binding Strike may break free of the attack with a three count taking damage equal to their own strength. Breaking free of the attack stops the Binding Strike when the count is begun. The creature can stop the binding strike at any time, but it is used in the process. Breath Weapon

This ability allows a creature to deliver a devastating attack of some type (magical. natural. 1 alchemical) by throwing a number of packets at the same time while announcing the effect. All of the packets included in the attack deliver the same affect or damage that is called in the attack. Whether a target is struck by a number of packets or just one, the same damage or effect is taken, and a single defense a will stop the entire attack. This multi packet attack can affect multiple characters. Burst attack

This ability allows a creature to deliver a single packet or Breath Weapon attack of some type i.e. magical, natural, and alchemical. If a character struck by any of the packets possesses an appropriate protective, shield, the defense is used and the character still receives the damage or effect. A character cannot resist this effect. The only defenses are Agility, Evade, Phase, and Immunity.

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Capture <Effect> This ability allows the creature to capture mana, skills, or other effects specified on the creature's card

from the attacking creature. The creature will announce the amount or type of ability captured. The duration of the loss is typically one day. The ability is considered used until the character regains the ability normally or one day has passed. The creature gains what the victim of the attack loses from the attack. Some creatures have a more powerful draining attack with a longer duration. This duration will be listed on the creature's card. Carrier Attack

This ability allows the creature to deliver a natural effect through its weapons (natural or her manufactured). The creature will announce, “Natural <Effect>.” This ability functions just as Natural Attack/Effect except that the effect is only delivered on body contact (not including protective spells and skills). Another type of weapon delivered natural effect is an attack such as "# Fire" or "# Ice." Creatures are never healed from these attacks. Carrier attacks include the weakness to certain materials such as Iron, Silver or Spirit, etc. Channel

Channel allows a creature to channel a spell or effect through a single weapon strike. The creature must still say the incant for the spell and make any contact with the weapon. Counts

All counts are individual to the creature and will be listed on the creature's card. Counts should be announced as "<Ability> 1; <Ability>2; <Ability>; etc." Damage Cap

This ability allows the creature to take damage from great attacks. The creature is simply too powerful, healthy, large, etc. to be greatly affected. A Damage Cap is the maximum amount of damage that a single physical (sometimes magical or alchemical) attack can possibly cause to the creature. For example, a creature with a Damage Cap of 5 is hit for 10 normal. The creature takes only 5 points of damage from the attack. If on the other hand, the creature is hit for 2 points of damage, it takes 2 point of damage. Destruction Attack

This ability allows the creature to destroy (i.e. render useless) any non-permanent or indestructible object up to a specific size (depending on the creature) that the creature strikes with a boffer weapon. The creature must actually strike the object that is being targeted by the attack for it to succeed. The creature cannot destroy a target that it cannot hit with a boffer weapon. The creature will announce, “Destroy <Item>” or the appropriate effect. A defense that prevents the attack from connecting or a parry skill can be used to stop the attack. Drain Mana/Skill

This ability allows the creature to drain mana or skills from the target of the attack. This ability works on contact with the victim's body (not including protective spells). The amount or type of ability drained will be announced in the attack (i.e. 10 mana drain). The duration of the loss is typically one day. The ability is considered used until the character regains the ability normally or one day has passed. The creature does not gain the ability lost to this power. It is considered lost or used. Some creatures have a more powerful draining attack with a longer duration. This duration will be listed on the creature's card. Engulf

This ability allows the creature to absorb their victim into themselves in preparation for some effect. The victim's body will remain with the creature for a specific amount of time, at which point the effect of the engulf will occur. Usually, this involves the destruction of the victim's body, forcing a resurrection. While under the effects of an engulf the victim is helpless and unaware (unable to use any game skills, magical items, or natural abilities until freed of the engulf. If used within 3 seconds of being engulfed, an Escape Bonds will free the victim. The specific effect and the amount of time necessary will be listed on the monster's card. Fade

This ability allows a creature to magically transport itself (sometimes with others) to another plane of existence that it has been to before. The use of this ability requires a count. Feed

This is a type of Drain attack that either sustains the creature (like food), or acts as a fueled regeneration that would allow the creature to regain body, mana, or per day abilities. A typical feeding reduces the target to a maximum of 1/2 body, a maximum of 1/2 mana, prevents him from wearing more than 1/2 his maximum allowed armor, and forces him to call 1/2 his total damage with a weapon. These missing abilities will return at reset

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unless otherwise specified. Other side effects can also occur, such as curse effects. The specific effects will be listed on the monster card. This is a counted action. Flight, Burrow, Swim

Some creatures have the ability to travel either naturally or magically through the air, water, or earth. Creatures with these abilities are able to retreat from combat using these abilities and a count, placing them out of reach by weapon, spell, or attack. Gaze Attack

This ability allows the creature to deliver a spell or other effect through a gaze. A Gaze attack is delivered by the creature meeting the target's gaze for a duration of time equal to the count on the creature's card. Once this is done, the creature says, “<appropriate effect> gaze attack.” Physical barriers do not stop these attacks as long as the gaze time is completed. The appropriate shields still function in the case of spells or magical effects. Group Mind

This ability allows creatures to communicate through thought instantly with any other creature included in the Group Mind. This ability grants the creature immunity to mind affecting magic, natural abilities and poisons. Specific abilities will be listed in the monster's card. Healed by Effect

Some effects are beneficial to some creatures and heal instead of harm them. The creature will announce "Healed" Or, in the case of a particularly nasty NPC "Thank You". Immunities This ability allows the creature to ignore attacks of the specified type. The creature is simply not affected by the attack in any way. The creature will announce "No Effect" to any attack to which it is Immune. Magical Ability / Attack

This ability allows a creature to generate a special magical effect that can be resisted by Resist Magic, Resist [Path], or the appropriate shields. This ability affects the target even if it strikes a weapon shield, as would a spell effect. This ability can be used while taking damage. This ability can be Dispelled or Suppressed. Lethal Damage

This carrier attack functions when the target is reduced to -1 total Body Points. If the target takes lethal Damage that reduces his total Body Points to 0 or –1, then the target suffers the effect of an instant Killing Blow. Normal means of saving someone who has been Killing Blowed apply. Massive Damage

This ability allows a creature to inflict damage though shields and weapons that are used to block their attacks. This damage affects characters normally, causing damage to armor first then to body. Massive Size

This ability comes in two forms: Limited and Full Massive Size. Limited Massive Size: This ability grants the creature the benefit of taking 100 points of damage from

death spells and effects, such as Death Strike. If the creature is multi- NPC (more than one NPC is playing it) then binding spells only affect the portion of the creature, which they hit, not the whole creature. Another option is that the creature is more resistant to binding magic (gaining a specific number of resists for binding magic). Creatures with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, Defile, Taint, Venom and Stun effects.

Full Massive Size: This ability grants the creature the benefit of taking 100 points of damage from death spells and effects. In addition, the creature does not need to count to break out of binding spells. The creature takes the appropriate amount of damage as if it ripped out of the spell without performing a counted action. Creatures with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, Defile, Taint, Venom and Stun effects. Metamorphosis

This ability allows a creature to forcefully change another helpless (vulnerable to a killing blow) being into another creature. This ability affects the victim's t spirit and is not cured upon resurrection. The amount of time it takes to perform a metamorphosis and the type of creature the victim becomes will be listed on the monster's card. Only a polymorph ritual or a specific cure will free the victim. Natural Ability / Attack

This ability allows the creature to use a specified spell or effect as a Natural effect. This ability can be resisted by the appropriate Resist <Effect>. This ability can be used while taking damage. Natural Abilities can be blocked by the appropriate Shields and by weapon shields so long as the ability does not target the shield. This

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ability cannot be Dispelled or Suppressed. For natural Death Strikes and similar attacks, the call is "Natural Death Strike".

Natural Weapons This ability allows the creature to attack with natural weapons such as a bite, claw, tentacles etc. The base

damage of natural weapons varies from creature to creature; most begin at damage of 2 normal. These natural weapons are capable of blocking any amount of damage without causing damage to the creature. These weapons cannot be disarmed or destroyed but they can be severed. No Metabolism

This ability means that a creature either possesses no metabolism (such as a golem), a metabolism too alien or powerful to be affected (such as a Dragon) by conventional means. A creature with no metabolism is immune to all poisons save fire gas, frost gas and it acid gas, most spirit spells, most time spells and effects, and most glamour spells and effects. These creatures are also immune to waylay and other stunning effects. The creature will announce "No Effect" for anything to which they are immune. Non-Corporeal

This ability means that a creature possesses no physical form, similar to a Spirit or Gaseous Form. The creature can be made up primarily of magic, energy, or some other force. While in this form the creature is immune to normal weapons and all binding magic or effects. The creature can travel through non-living objects, but cannot fly, burrow, or otherwise propel itself vertically in any direction, unless otherwise stated on the monster's card. Phase

This ability allows a creature to instantly and temporarily become intangible by shunting most of its form into another plane, becoming transparent. A Phase will work against any single attack unless otherwise stated in the attacks description. The creature will call "Phase" in response to the attack. Poison attack

This ability allows the creature to generate an alchemical substance that acts as a poison. This ability is called just as a normal poison attack. It does not require special packets and is a natural substance that cannot be stolen from the creature. Portal

This ability allows the creature to create a magical doorway to another plane of existence. Opening and Closing a Portal usually requires a count. Often, a Portal only allows one-way transport. Possession

This is the ability to completely suppress a target's spirit, seizing control of his body. An active Death Shield blocks this ability. Sometimes possession grants the target additional abilities. Any additional abilities and the duration will be listed on the monster's card. This is a counted action. Recharge

This ability allows the creature to regain a specified amount of its Body, Natural and/or Magical abilities at a specific time or under specific conditions. The exact amount and abilities are listed on the monsters card. Reduced Damage

This ability allows a creature to suffer reduced effects from certain types of attacks. Some creature will suffer half, quarter or minimal (1 point) damage from certain types of attacks. This is called "Reduced." Regenerate

There are two forms of the Regenerate ability: the first form allows a creature to recover its abilities body, skills, or effects upon a certain condition or amount of time, the specific effects that can be Regenerated and the conditions that regenerate then will be listed on the monster's card. The second form of this ability allows a creature to return to life and health unless a certain condition is met. The condition that prevents this will be listed on the monster's card. Resist <Effect>

This ability allows a creature to prevent a certain type of attack or effect, such as Fire, Magic, or Poison The effect of a Resist is visible as the creature begins to take the effect and is able to shrug it off. This is visibly different from Immunity. The creature will call "Resist <Effect>". Rift

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This ability allows a creature to create destructive rip in the fabric of the universe allowing two way access to other planes and dimension usually, rifting requires a count to open or close.

ShredThis ability allows the creature to reduce a target's armor to zero armor and breached. The call for this

ability is “Prepare to be shredded, shred armor.” The creature must then land a legal blow. Spectral

This is a non-corporeal state. Creatures in this form are immune to normal weapons and all binding magic or effects. These creatures are also in the same phase as Spirit Form, and can affect Spirit Form with natural weapons (such as claws). Spell Cap

This ability allows the creature to take damage from great attacks. The creature is simply too powerful, healthy, large, etc., to be greatly affected A Spell Cap is the maximum amount of damage that single magical attack can possibly cause to creature. For example, a creature with a Spell Cap 20 is hit for Magical 50 Lightning. The creature takes only 20 points of damage from the attack. If creature is hit with Magical 5 Lightning, the creature takes all 5 points of damage. This ability occurs before other creature defenses or weaknesses. Spell Strike

This ability allows a creature to use a weapon deliver a spell effect. The Spell Strike is good for only one swing whether or not the creature lands successful hit against its target. The creature announces, "Spell Strike <Effect>." Superhuman Strength

This ability allows a creature to inflict more damage with a weapon or natural weapons or perform feats of strength. Superhuman Strength is divided equally between both hands when determining how much extra damage a creature inflicts with the weapon. Superhuman Strength cannot be used in combat or to maneuver. The amount of Strength depends on the individual creature and will be listed on the creature's card. Surprise

Surprise allows a creature to make an entrance without needing to do a count. For example, burrowing creature with surprise would not need to do a count to burrow up out of the ground. Effectively allowing the NPC to enter combat or instantly. Teleport

This ability allows a creature to magically transport itself (sometimes with others) to another location anywhere on the same plane of existence he that it has been before. The use of this ability requires a count. Transformation

This ability allows the creature to infect a helpless (vulnerable to a killing blow) being with a magical curse/disease/effect that will transform the to victim into a like creature (usually minor). This is a physical change that lasts as long as the victim lives or until a specific cure is administered. Victims of transformations usually resurrect as their normal race and are no longer infected. Until cured or freed of the infection, the character is completely under the control of Plot. The amount of time it takes to transform a victim and the specifics of the transformation will be listed on the monster's card. <Terrain> Travel

This ability allows the creature to move from a specified environment, object, or condition without passing through the space in between. This ability is a called "<Terrain> Travel" and requires the amount of time in-game that it takes for the person to move to the other end of the Travel. Entering the <Terrain> Travel requires a counted action, the length of which will be listed on the monster's card. Exiting <Terrain> Travel requires the same counted action. This ability must be announced on both ends, unless the creature also possesses the Surprise ability. <Terrain> Walk

This ability allows the creature to move through a specified environment or obstacle without performing a special count (other creatures must). It also negates any combat penalties associated with the environment or obstacle for the creature. This must be called once at the beginning of the encounter, not for each use. Voice Control <Creature>

This ability allows a creature to control all specified creatures within the sound of his voice. This ability works like an Enslavement on those types of creatures that the ability specifies. The duration of the control will be listed on the monster's card. Resist Glamour, Sound Shield, or similar ability can block this ability.

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Volley This ability allows the creature to reflect a spell or effect cast upon the creature back upon the original

caster of the spell. The caster is automatically struck by the spell. The creature does not need to throw a packet at the caster. In addition, the creature becomes the caster of the spell for duration and spell description requirements. This is called "Volley." Weapon Trap

This ability allows a creature to either literally catch a hand-held weapon or absorb the weapon into their body, making it unusable to the wielder. Some creatures are capable of destroying the weapons trapped in this manner while others are not. Weapons that are coated with an oil of slipperiness are able to resist the trap once. The weapons affected by a weapon trap ability are considered bound to the creature. A Freedom spell or effect will free the weapon from the creature (other fixes may apply depending on the creature). Web

This ability allows a creature to project a web or other entangling attack from its body. This ability prevents the target from moving any part of its body from the neck down. The target may still speak and activate items, but cannot move or be moved. The target may be searched while under the effects. This ability is announced as "Web #.” The number following the call is the strength required to rip free of the web with a three count. The creature ripping out of the web takes damage equal to the strength required. If no number is stated a minimum of +1 strength is needed to rip out, but no damage is caused. Another person cutting a creature out on a three count causes five times the strength required in damage to the target (a minimum of 5 points). The target can be cut free in one minute (60 count) without taking damage. Web Walk

This ability allows a creature to move freely through an area covered with webs, both natural and monster generated. If a creature with Web Walk is struck with a natural web, then the creature may perform a three count to slip out of the web even if it does not have enhanced strength or anyone to cut them out. This is a specific form of <Terrain> Walk. World Effect [Spell]

This ability allows a character to affect every person within the sound of their voice with a single spell. This evocation increases the mana cost of a spell five times, and can be stopped with an active Shield or Resist. This will no use up an active Shield, but will use up a Resist.

WEAPON CONSTRUCTIONWEAPON CONSTRUCTION

Weapon *Max. Grip *Min. Blade *Max. Blade *Min. Total *Max. TotalSmall 5 8 14 14 23Short 8 13 22 23 34Long 12 23 36 34 482-Handed 23 37 48 48 61Pole arm ½ Total 13 38 61 76Pike ½ Total 13 38 76 96Axe 8 9 15 19 34Battle Axe 12 16 28 34 46Short Spear 12 8 12 40 50Long Spear 12 13 18 50 60Bow 8 13 24 30 54Staff - - - 60 72Claws 8 13 36 23 48 * All measurements for weapon construction are in inches

Color-CodingThere are limitations on colors for some weapons. Magic weapons must be white, or have a white striking

surface. No other weapons can have a white striking surface or blade. Normal metal weapons cannot be brown, green, or red (except on the hilt). Clubs and wooden weapons cannot be gray, silver, red, or blue. Claws are red

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and do not have a cross-guard. Weapons should resemble their real life counterparts as much as possible. The color blue is generally considered to represent a silver weapon. This is not a hard and fast rule, but the ability to visually identify the type of weapon being used adds to the flavor of the game. Legal Materials

Weapons must be constructed out of approved materials. The only standard approved materials for ~ weapon construction are PVC and CPVC pipe for the cores. Other cores may be used but are subject to rigorous I safety inspections. At no time may metal cores of any type be used in the construction of any weapon. Fishing poles are not legal materials for cores and may not be used in the construction of any legal weapon.

The only closed cell foam that is typically approved for weapon construction is 5/8" thick, light-green pipe insulation. There are other colors of this type of foam that are also usable. Pink closed cell pipe insulation of 5/8" thickness is also acceptable. Other varieties may be available to different areas and are subject to the Weapon Safety Marshall's decision. At no time and for no reason may the foam of the weapon be split lengthwise along the core. This is one of the quickest ways to have your weapon fail; it causes the rapid break down of the foam and allows the core to break free. Pipe insulation must have a minimum interior diameter of ½”. Swords

Swords take practice to make. The materials are simple, and can usually be found at any hardware store and are inexpensive. The construction does take some trial and error, experience, and knowledge of what is needed to pass. Let's start with the materials. 3/4 inch CPVC pipe

Pipe insulation a minimum of 3/4 in thick: green is usually best, some pink and white is okay. Do not use black. If you do be very careful, most black foam is not very thick and is harder than the other foams. Your weapon probably will not pass. Only use black for the cross guard. Open cell foam, about 2 inches thick Duct tape Optional: cushion foam Razor or scissors Hacksaw Electrical or sport tape

Note: When using non-standard materials for the core of a weapon you should never split the pipe insulation, as it allows the pipe to break out and possibly injure someone. Weapons with non-standard cores should be brought to the attention of a safety marshal for tagging. Step One: Main Portion

First, cut the CPVC pipe 4 to 6 inches shorter than the desired length of the sword, including the hilt. Tape both ends of the pipe to prevent it from ripping the foam later. Slide the pipe insulation on the pipe and secure one end to where the blade will start. Fasten it securely with electrical tape. The insulation should extend past the pipe at least 1 inch but not more than 2 inches. Now cut a small piece of insulation to fill the hole at the tip. Step Two: The Edges (skip this part if you have never made a sword before)

This portion takes some artistic ability. To create the edge of the blade cut a wedge out of pipe insulation or cushion foam. The wide part of the wedge should be the inside curve of the insulation, allowing the wedge to lie flat on the blade of the sword. Cut two, getting the wedges of equal size and even shape takes practice, and is therefore not recommended for beginners. Step Three: Taping

Using duct tape lengthwise along the blade, secure the wedges if you are using them and cover the length of the sword. Do Not spiral wrap the tape or compress the foam in any way. Lay tape lengthwise only. Step Four: The Cross-guard

If you want a cross-guard on your sword you would do so now. Out of black (or any color) insulation cut a piece about a foot long. There is usually a slit in the foam on one side, in the center of the foam open it along that slit and cut a hole opposite it. Then slide the foam up the hilt and secure it in place. Then tape it. Step Five: The Hilt

Now cut a short piece of insulation, about 3 to 4 inches. Slide this over the bottom end of the sword; 0 that it overhangs it by at least an inch, same as the tip, and secure it with electrical tape. Fill the gap with green foam and tape it lengthwise as in step three. Step Six: Thrust Tips

Next cut two 2" squares out of open cell foam. Place one at the tip of the sword and gently, being careful not to compress the foam at all, lay duct tape over it and secure it to the blade. Do the same for the hilt end. Then

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with a pin or needle, punch hundreds of holes in the tips to allow air in and out. When squeezed, the tip should snap back to its original shape almost instantly. One way to increase the durability of the foam in the thrusting tips is to wrap the foam in tissue paper before taping it. Step Seven: The Grip

Last, you can use electrical or sport tape to cover the grip of the hilt. You can also use cord to make a wider grip if it is securely fastened and will not come loose. Your sword should now be finished and any final decorations may be added to it. Keep in mind no points or hard edges. Axes

An axe is created in much the same way as a sword. Create the striking surface of the weapon the same way as you would create a sword, but not using the blades. To create the blade of the axe use open cell foam cut to the shape of the axe that you wish. Secure the shape to the haft of the weapon and carefully lay duct tape over the foam lengthwise overlapping very slightly. Poke hundreds of holes in the foam with a pin or needle. When the foam is compressed, it should snap back to shape almost instantly. Pole arms

For weapons over 50 inches only, you can use graphite aluminum or aluminum as the shaft. Metal of any type in a shorter weapon is prohibited. The length of the shaft near the blade of a spear or pole arm must be padded in the manner of a sword. A minimum of 50% of the shaft including the blade must be padded this way. The blade of the pole arm or spear is created in much the same way as that of an axe, with open cell foam. Staves

Staves are very simple. The entire length of the staff can be padded like a sword without blades. However, you can only hold the weapon by the center 3 feet. If you leave an area unpadded, it must be in the center. You also must have both hands on this weapon during combat. Bows

Bows are made very much like a short staff. The core materials and foam are the same as for a long weapon. Bows are padded on both ends with a thrusting tip. A handhold is left in the center of the bow. For effect the may be curved by heating the pipe and bending it at the appropriate joints. When heating the pipe be careful not to heat the pipe too much, or it will turn into useless putty. Do not melt the pipe. Spell Packets

Spell packets are very simple to make. The materials are: thin cloth, birdseed, scissors, and tape or elastic bands. Use ONLY normal birdseed WITHOUT sunflower seeds, ANYTHING ELSE IS ILLEGAL! Illegal materials include rice, beans, dried peas, starch, sand, or anything else. What you do is cut the cloth into squares approximately 6 in. by 6 in. Then using a 35 mm film canister fill the center of the cloth with birdseed. Then close the edges of the cloth around the seed and seal it using electrical tape or elastic bands. As some packets require tails, the tails should be constructed of ribbon, plastic safety or surveyors tape. Very lightweight cloth can also be used, but isn't as good. The tails should not be more than one inch and not less than ½ inch wide. The tails are attached with the same tape or elastic band used to seal the packet. Shields

Shields can be made from several different types of material, such as foam board, cardboard, or other Plot approved material. All shields have 5/8" thick pipe insulation around the edge, duct taped lengthwise like a sword. Shields are restricted by their weight. For every 50 square inches of shield, it will weigh a pound in game. Thus a shield with the area of 500 square inches would weigh ten pounds. Larger shields may have restrictions such as straps or safety. This will be under the prevue of the weapon Marshalls. Gaps inside the perimeter of the shield will be counted as part of the surface area. The handle of the shield can be made from drawer handles that can be found in most hardware stores. You can also use nylon strapping or similar material for both a handle and the arm strap.

Do not allow the construction materials such as screws, nuts, or any protruding pieces on the outside of the shield, and be very careful of such items on the inside. Have them covered with hot glue. Use rounded screws or use smaller materials, whichever applies.

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