Level of Spell |
Time to research in 'missed' adventures. |
One |
10 (or 20 weeks real- |
Two |
12 (or 24 weeks real- |
Three |
14 (or 28 weeks real- |
Four |
16 (or 32 weeks real- |
Five |
18 (or 36 weeks real- |
Six |
20 (or 40 weeks real- |
Seven |
22 (or 44 weeks real- |
Eight |
24 (or 48 weeks real- |
Etc |
Etc |
Roll 1d20 |
Effect |
1 |
Failure causes researcher severe stroke. Fall into a three- |
2 |
Nervous disorder. Caster is psychologically unable to cast the researched spell (it may be re- |
3 |
Researcher internalises spell taking 20BP's worth of damage and loosing all spell casting ability for the next 10 adventures. He may still increase in Magic Mastery and development in the normal way but spell casting is impossible. These adventures can be played or missed at whim. |
4 |
Spell research is flawed, and proves useless. Start again but the research time involved. |
5 |
Spell research is flawed, and proves useless. Start again but the research time involved. |
6 |
Momentary lapse of concentration delays final research findings, re- |
7 |
Another 500gelt payment and your research will be a success |
8 |
Another 250gelt payment and your research will be a success |
9 |
Success Spell learnt at expected level and costs. |
10 |
Success Spell learnt at expected level and costs. |
11 |
Success Spell learnt at expected level and costs. |
12 |
Success Spell learnt at expected level and costs. |
13 |
Success Spell learnt at expected level and costs. |
14 |
Success Spell learnt at expected level and costs. |
15 |
Success Spell learnt at expected level and costs. |
16 |
Success Spell learnt at expected level and costs. |
17 |
Research is a success and you have not spent all the petty cash gain back 250gelt. |
18 |
Research is a success and you have not spent all the petty cash gain back 500gelt. |
19 |
Last minute alteration allows the spell to be cast at 1 level less than expected (minimum level 1). |
20 |
Last minute alteration allows the spell to be cast at 1 level less than expected (minimum level 1) and your enthusiasm allows you to half your research time, the next time you attempt to research a new spell. |
1d6 Roll |
Time to research in 'missed' adventures. |
One |
5 (or 10 weeks real- |
Two |
7 (or 14 weeks real- |
Three |
9 (or 18 weeks real- |
Four |
11 (or 22 weeks real- |
Five |
13 (or 26 weeks real- |
Six |
15 (or 30 weeks real- |
Roll 1d10 |
Effect |
1 |
Failure causes researcher severe stroke. Fall into a three- |
2 |
Nervous disorder. Caster is psychologically unable to cast the researched cantrip (it may be re- |
3 |
Researcher internalises cantrip taking 20BP's worth of damage and loosing all spell casting ability for the next 5 adventures. He may still increase in Magic Mastery and development in the normal way but spell casting is impossible. These adventures can be played or missed at whim. |
4 |
Momentary lapse of concentration delays final research findings, re- |
5 |
Success, cantrip learnt. |
6 |
Success, cantrip learnt. |
7 |
Success, cantrip learnt. |
8 |
Success, cantrip learnt. |
9 |
Success, cantrip learnt. |
10 |
Success, cantrip learnt. |
Steps to creating a Character |
Racial Templates - Human |
Racial Templates - Other |
Freak Rolls |
Military Characters |
Table One |
Table Two |
Table Three |
Military Scout |
Military Mage |
Military Soldier |
Militia |
Navy |
The Races |
Distances |
Laws |
The Lords |
World History |
Cities |
Maps |
Guilds |
Currency |
The Planes |
Hell |
Human Races - Eastern Continent |
Human Races - Western Continent |
'Animal' Races |
Non-Human Races |
Half-Breeds |
Elves |
Faerie and other Realm |
NPC Races |
Andian |
Arges |
Zambeshians |
Adram |
Ape-man |
Bearman |
Kaboi - Cat Folk |
Karnakks (Lizard-men) |
Kelpie |
Ratling |
Serpentine |
Wolfen |
Changelings |
Cyclops |
Dwarves |
Dwagar |
Gnomes |
Hobgoblin |
Merfolk |
Oceghyll |
Part Kobolds |
Tibbits |
Half-Elf |
Half-Orcs |
Half-Ogres |
Half-Trolls |
Ajor |
Dryads |
Dragon Newts |
Oakmen |
Playing a Lord |
Royal Family |
The Five Families |
Recent History |
Creating a Lord Character |
Drummond |
Grimstone |
Maddock |
Sedrin |
Warfields |
Baeggwyn |
Gefyn Dwyr |
Tyrnuedd |
Luagg |
Peldwyn |
Baeggwyn |
Feurdii |
Adwyn |
Lyngoch |
Maedyll |
Cefyn Graenog |
Dinnas Emyrs |
Llyn Cerrig Bach |
Tal-Y-Lyn |
Gefyn Dwyr |
Tanarsa Ritual |
Skill Summary Table |
Skills A |
Skills B |
Skills C |
Skills D |
Skills E - F |
Skills G - L |
Skills M |
Skills N - R |
Skills S |
Skills T |
Skills U - Z |
Baking |
Barbering |
Battle Magic |
Beautician |
Bee Keeping |
Biography |
Bladed Weapon |
Blow Pipe |
Blunt Weapons |
Boat Building |
Body Development |
Book Lore |
Bowmanry |
Brawling |
Brewing |
Butcher |
Daemon Lore |
Dance |
Defence Mastery |
Dentistry |
Disease Lore |
Disguise |
Distillery |
Dodge Blow |
Dowsing |
Drill |
Drug Resistance |
Dual-Weapon Combo |
Dying |
Magic Development |
Magic Manipulation |
Magic Mastery |
Magic Sense |
Management |
Marksmanship |
Martial Arts |
Masonry / Stone Working |
Meditation |
Metallurgy |
Milling |
Mining |
Missile |
Mythology |
Shaman Spirts |
Shamanistic Rituals |
Spirits - Animals |
Spirits - Creature |
Tanning |
Teaching |
Tear Throat |
Thatching |
Theology |
Throat Slit |
Thrown |
Tight Rope Walking |
Tinker |
Tobacconist |
Torture |
Tracking |
Trap Mastery |
Two-Handed Weapons |
Undead Lore |
Viniculture |
Weapon Mastery |
Wig Maker |
Wild Magic Mastery |
Wild's Lore |
Witch Curse |
Wound Binding |
Wrestling |
Wrestling - Sumo |
Yodelling |
Alchemy |
Armour |
Food and Lodgings |
Herbs |
Equipment |
Properties |
Weapons - Melee |
Weapons - Missile |
Alchemy Rules |
Etiquette |
Herbalism Rules |
Magic Rules |
Religion Rules |
Magic Rules |
Cantrips |
Mage and Apprentice Rules |
Magic Manipulations |
Magical Research |
Soul Fire Stone Ritual |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |
Avatars |
Blesses and Curses |
Religious Familiar |
Guidance and Sacrifices |
Holy & UnHoly Water |
Index of Gods |
Laying the Dead to rest |
Origin of Religion |
Religious Symbols |
Strictures |
The Priesthood |
Adventures |
World News 22/11/2010 |
World News 07/10/2010 |
World News 24/09/2010 |
Members Stories |
Tavern Wall |
Event Blog |
Rob |
Vicky |
Aerie - Intro and Prologue |
Aerie - Chapter One |
Aerie - Chapter Two |
Aerie - Chapter 3 |
Aerie - Chapter 4 |
The Game - Gods at Play |
The Game - New Pieces |
Gwynneth - Intro |
Gwynneth - Chapter 1 |
Gwynneth - Chapter 2 |
Gwynneth - Chapter 2 continued |
Gwynneth - Chapter 3 |
Gwynneth - Chapter 3 continued |
Magic Rules |
Cantrips |
Mage and Apprentice Rules |
Magic Manipulations |
Magical Research |
Soul Fire Stone Ritual |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |
Alchemy Rules |
Etiquette |
Herbalism Rules |
Magic Rules |
Religion Rules |
Magic Rules |
Cantrips |
Mage and Apprentice Rules |
Magic Manipulations |
Magical Research |
Soul Fire Stone Ritual |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |
Avatars |
Blesses and Curses |
Religious Familiar |
Guidance and Sacrifices |
Holy & UnHoly Water |
Index of Gods |
Laying the Dead to rest |
Origin of Religion |
Religious Symbols |
Strictures |
The Priesthood |
Magic Rules |
Cantrips |
Mage and Apprentice Rules |
Magic Manipulations |
Magical Research |
Soul Fire Stone Ritual |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |