Organized Recreational Combat Simulation Rule Book

O.R.C.S. Rule Book © 2005, 2007, 2008

The O.R.C.S. Rule Book is based on the Darkon Wargaming Club, Inc. Rulebook. O.R.C.S. would like to thank Darkon for allowing us to use their rules system. The O.R.C.S. Rulebook was updated and amended for O.R.C.S. play by Rob O’Keefe and Jayson Gundlach, 2004. Art work by David Masa.

 

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Table of Contents


Intent of the Rules                        3

Organization............................................... 3

Inspection and Dues.................................. 3

Battles and Events..................................... 4

Character Section                         5

Creating a Character.................................... 5

Rank System............................................... 5

Character Classes......................................... 5

Character Abilities....................................... 6

Magic Abilities............................................ 6

Fighter Class............................................... 6

Cavalier Class.............................................. 7

Cleric Class.................................................. 9

Druid Class............................................... 13

Mage Class................................................ 16

Ranger Class.............................................. 22

Thief Class................................................ 24

Assassin Class........................................... 26

Multiple Characters................................... 28

Guilds....................................................... 28

Potions and Spells.................................... 28

Noble Title................................................ 29

Coins and Treasure.................................. 29

Silver Weapons and Ransoms................. 30

 

Countries                                      31

Country Origins....................................... 31

Personalizing Your Country................... 31

Surcoats & Banners.................................. 31

Nomads.................................................... 32

Personal Symbols..................................... 32

Weapons                                       33

White Weapons........................................ 33

Yellow Weapons...................................... 33

Black Weapons......................................... 34

Red Weapons........................................... 34

Green Weapons........................................ 35

Hit System                                    36

Hit Zones................................................. 36

Wounds.................................................... 36

Weapon Damage...................................... 37

Healing and Hades................................... 37

Armor Hit System.................................... 38

Non-Weapons Tactics                39

Armor                                             40

Armor Requirement and Rankings......... 40

Relics                                             42

ORCS Relics.............................................. 42

Darkon Relics............................................ 43

Land Rules                                    44

General Information................................ 44

Introduction............................................. 44

O.R.C.S. Map Rules................................. 45

Orc Horde Chart....................................... 45

New Countries......................................... 46

Revenues and Funds................................ 46

Structures, Resources, Assets

and Income............................................... 46

Gaining Holdings.................................... 47

Transferring Holdings............................. 48

Acquiring Land......................................... 48

Land Fertility Chart.................................. 49

Land Searches............................................ 49

Invasions and War................................... 50

Armies....................................................... 51

Ships and Sea Battles................................ 51

The Realm Map........................................ 52

New Holdings.......................................... 52

Administration......................................... 52

 

Appendix I                                    53

Articles of Association and Bylaws of the Organized Recreational Combat Simulation Wargaming Club           53

Appendix II                                   57

Monster Encounter Chart....................... 57

Land Fertility Chart.................................. 57

Mines & Ruins Chart............................... 58

Glossary of Terms Used in the Land Rules............... 58

Holding Quick Reference:........................ 59

Weapons Damage Chart.......................... 59

Weapon Color Chart................................ 60

Rank System Chart................................... 60

Armor Arms Band Chart........................ 60

Healing and Hades Chart......................... 60

Backstab Chart.......................................... 60

Spell Reduction Chart.............................. 60

Cleric Undead Turn Chart........................ 61

Prayer Touch Spell Chart.......................... 61

Poison Types and Effects Chart.............. 61

Quick Reference Spell Chart..................... 62

Glossary.................................................... 64

Basic Sword Construction....................... 65

Advanced Sword Construction:

  Stab Tip................................................... 65

Shield Construction................................. 67

Waiver Form............................................. 69

 



Intent of the Rules

You can try and provide a rule for every situation that may arise, but you can never cover all of the contingencies that may come up in the game. Club members must understand the intent behind the rules is to guide us. Deliberately taking advantage of gray areas in the rules, loopholes, or interpreting the rules the way you think they should be for personal and/or character gain is worse than breaking the rules. It is destructive to the entire club as a whole. The game relies on the Honor System, and that every player abides by it. If you do not have the integrity to abide by the Honor System then you should not be playing in this game. Disregard for the rules takes away from the spirit of the game, as well as the majority of players’ enjoyment and fun. This above all, cannot be tolerated and will not be accepted by the club

Organization

O.R.C.S. Wargaming Club has a structural organization of three legislative bodies and two enforcement bodies.

The Executive Board: Is five elected veterans that handle the administrative business of the Club. It consists of the President, Vice-President, Secretary, Treasurer, and Magistrate.

The Senate: Consists of Country Representatives that meet periodically to discuss any problems that have arisen, or may arise, during events, propose new rules, and review existing rules. Each active country may send two members to participate in the discussion, and to vote on important issues. Occasionally open meetings will be held, but only a country’s two Senators will be allowed to vote. Members should direct question and suggestions to their Senators or to the Magistrate of O.R.C.S.

The Noble Council: The Council consists of veteran members who have been honored by the club for their contributions to the game. They augment the Board and Senate, and help uphold the standers to continually better the club as a whole.

The Marshals: The Magistrate appoints members as Marshals to help with administrative duties of the Club. The Marshals are in charge of various duties as shown below. Volunteers are almost always needed for Marshal positions. In the event of a dispute over the interpretation of the rules, the President has the final word.

The Elders: The elders are the referees of the Realm of ORCS. Anyone wishing to elder must have attended at least 10 events and have been approved by the Magistrate. There are three types of Elders, the Event Elder, the Wandering Elder, and the Hades Elder. The Event Elder is in charge of the entire event, having petitioned the Executive Board for permission. If there is no Event Elder, the Magistrate is responsible for the event. The Wandering Elder is responsible for settling disputes between players, making sure the rules are obeyed and that everyone is playing safely. The Hades Elder will register players in Hades and tell them when they may rejoin the living. Each Country must be prepared during an event to provide Elders. Players who serve as Elders’ for the entire battle will receive double battle credits. Eldering may be done as often as wished; however, double credit will only be awarded once every five ORCS events. Each day of a multi-day event counts separately. Keep in mind; to serve as an Elder you are accepting the responsibility for enforcing the rules, maintaining the safety of the players, and not simply watching the battle. Penalties will be levied for any infraction of the rules such as ignoring the safety of others and/or acting out of character. Penalties include extra time in Hades and withdrawal of fighting privileges for the rest of the event. Elders have ultimate power on the battlefield; if they tell you to die for breaking a rule then you must die. For people who are persistently dangerous and/or frequently break rules, the penalty can be suspension or expulsion from the game. Be forewarned that an Elder will confiscate steel weapons if brandished at any event.

Inspection and Dues

Prior to each battle a player must pass through an inspection. The Secretary and the Treasurer conduct this, with assistance by the appropriate Marshals. It includes the following:

Check in/Registration: On event days check in starts at 12:00 noon. During campouts it will be held on Saturday, or as indicated by the Event Elder. At check in you give your real name and pay your dues to ensure battle credit. Dues pay for the cost of such things as campsites, marking tape, etc. Check in closes at 1:00 pm, and anyone arriving after the close of check-in will be fined double dues. Double dues do not apply to campouts. Members must be 16 years old to participate in events. A waiver form, signed by a parent or guardian in front of an ORCS EB member, is mandatory if the player is under 18 years of age. A first time membership fee will be charged to new members; in return they will receive a rulebook. Dues will not be charged at your 1st event.

Costumes: All costumes are checked for appropriate medieval appearance, and compliance with class restrictions. If the costume does not meet the requirements, the Costume Marshal has the authority to deny participation in the event to the player in question. During an event you must be in costume at all times, even after removing any items (especially armor).

Weapons: Weapons, shields, and armor are checked for safety and compliance with ORCS standards. Safety is of the utmost importance. Unsafe weapons will not be allowed on the field, and may be confiscated to be returned at the end of the event.

Spells: All spell casters are required to submit their books, scrolls, and material components for inspection.

Battle & Events

Advance notification of the event site will be given with the addition of any pertinent information such as directions. Battles are normally scheduled every other Sunday at noon. The Country Leaders will also be contacted, if possible, in the event of cancellation or postponement of a battle. The following is a list of the normal types of battles:

Two Team Battle: is fought with two teams of roughly equal size.

Country Battle: each Country fights alone.

Alliance Battle: each Country starts alone. Countries may ally by whatever means they choose. Each alliance lasts for only 15 minutes and countries may not ally again for 30 minutes thereafter.

Chaos Battle: A randomly spontaneous battle where each player is fighting independently and players are fighting for themselves. Started when an elder yells, “CHAOS”

Caravan Battle: Similar to a two team battle, one side transports a valuable item, such as a treasure chest or a captive princess, to some predetermined destination along a given route. The opposing team has the task of robbing the caravan and/or preventing it from reaching its destination.

Kill Your Killer: A chaos battle that players come back to life with armor repaired when the person who killed them is killed. When coming back to life the player must yell, “Alive” before entering the field. The game is played until there is only one player left.

Elder’s Choice: the Elder will determine the type of event to be held.

Ice Breaker Battle: players from different Countries are placed on teams of three or more. This is done to acquaint new members with veterans.

Tournament: the Nobles host a Tournament with competitions held to test the skills of all in different weapons combinations. A tourney to determine Noble title may be held at the discretion of the Noble Council.

Siege Battle: fought with three teams, one team in a fortress tries to hold an item, such as a banner, from the other two teams for a period of time.

Adventure: the Event Elder recruits warriors to play monsters and non-player character (NPC’s). Monster and treasure are frequently encountered as the players try to obtain their goal. The Event Elder will have been approved by the Executive Board to run the adventure.

Campout: is usually held for three days at an approved campsite. Campouts constitute adventures for rule purposes, and there is usually an adventure being run.


Character Section

Creating a Character

Characterization: In the realm of ORCS a player must role-play their character. You may choose to be an evil thief or a noble fighter. No matter what you choose, you must act out this role and develop a personality. Be creative when developing your character by being unique in your costume, weapons, and behavior.

Battle Name: Players are required to have an original, imaginary name (no Ivanhoe, Merlin or Red Sonja). During a battle always address the other players by their battle/assumed name.

Alignment: An optional way to develop a character persona is by the use of alignment. A chaotic evil character will cause havoc randomly while a lawful good character will seek to maintain order and protect the weak. A neutral character is primarily concerned with his own survival.

Character Races: Each character should have a different personality; therefore, ORCS permits races other than human. No racial bonus is given. If playing a non-human character you must wear a costume or makeup that reflects this (long beard for dwarves, pointy ears for elves, etc.)

Costumes: You must wear medieval/period type garb at all times during an event. Remember class requirements. Costumes must consist of the following, regulated by the Costume Marshal at all times.

1)                   A tunic preferably no shorter than crotch length, robes, or armor. (If you take off your armor you must still have on or be in costume)

2)                   Period style pants (jeans and cords are not allowed).

3)                   Period style leather/cloth footwear. If modern military boots or tennis shoes are worn, you must wear ankle-to-knee length leggings that cover the shoelaces.

Hoods, mantles, and capes make good additions to your costumes, as well as leather or fur. If your costume is inappropriate or sloppy, you may not be allowed to participate in the events. Take pride in your costume!

Rank System

Rank

Battle Credits

First

1-5

Second

6-10

Third

11-15

Fourth

16-20

Fifth

21-25 etc.

Characters in ORCS are classified and regulated by rank. For every five battles a player participates in, their character advances one rank. However, if a player has multiple characters, then only the character played the day of an event earns credit, not all of the characters. In other words, if a player has a Fighter and a Cleric character, and attends 20 battles as a Fighter and then 1 as a Cleric, they have a 1st rank Cleric and the 4th rank Fighter character has only 20 battle credits not 21. Thus, shifting classes only hinders a player trying to achieve higher character rank or Noble titles. A player who chooses one class and is loyal to it can steadily rise thought the ranks.

Character Classes

A player entering the Realms of ORCS has a choice of eight character classes. Although players are allowed to change classes, you are encouraged to select one class and stick to it. Try to choose a class you will enjoy and suits your character. New players have a five-battle grace period to choose their class; by the sixth battle they must inform the secretary of their choice. The previous battles will be converted. New members are not allowed to wear armor for 5 events, use black weapons or spears until 2nd rank, or a bow until 3rd rank. The eight different Character Classes an ORCS player can choose from are Fighter, Cavalier, Cleric, Druid, Mage, Ranger, Thief, and Assassin. There are two categories of abilities and skills that each character class can perform, Character Abilities and Magic Abilities. And each ability has two skills that each class can perform, Adventure skills and Battle skills. Adventure skills may be performed only on battle days that are specifically declared as adventure days. Battle skills may be performed at any event whether it is an Adventure or a normal Battle day. Check the schedule of events to find out which type of event each battle will be.

Character Abilities

The first category of skills will be referred to as Character Abilities. Abilities are skills that are inherent to each specific Character class. These abilities can be performed at will when a Character reaches the appropriate level. Most abilities may be performed any number of times during a battle day. Check each listing for specific restrictions on abilities.

Magic Abilities

The second category of skills will be referred to as Magic. There are certain character classes with the ability to use Magic in the form of casting Spells. Spells consist of energy, therefore, spell casters posses a certain amount of Spell Energy. This is referred to as a caster’s Spell Energy Level. As casters advance in rank, they also advance in Spell Energy Levels. For example a 1st Rank Mage has 3 Energy Levels, a 2nd Rank Mage has 6 Energy Levels, etc. Each spell, regardless of Rank, expends 1 Energy Level unless specifically stated in the description of the spell. As the caster advances in rank they also gain the ability to reduce the amount of words needed to cast their spells. This ability begins with a 10% reduction in length for 1st level spells at the 6th Rank of experience, and progresses as described in the Spell Energy and Reduction Chart (see appendix II).

In order for a caster to use their ability to cast spells they need several things. First and foremost they must write their spells to a required length as specified in the spells description. The spells must be written in either a book or on scrolls. These books and scrolls must have a medieval or period flavor to them that will be judged appropriate by the Spell Marshal. The spell must then be read aloud so that others nearby can hear the casting and make out the caster’s words. The caster may not walk, move excessively, talk to others, fight, or be hit in combat while casting a spell. If this happens then the spell must be recast and the Spell Energy is lost. When casting, the caster may never have a mortal wound and must have at least one arm that is not lightly wounded. After casting the spell a caster may hold the Spell Energy until ready for use and may take a maximum of 5 steps before invoking the spell. A spell is invoked by speaking the invocation line of the spell. If the caster speaks to another player, moves more than 5 steps, or is hit by a weapon then the Spell Energy is released upon the caster. The effects of this are determined by the spell description. Spell books and personal use scrolls may not be loaned to or taken by another player. The only spells that may be pre-cast before a battle by any caster are the spells that have no time limit or special considerations such as Spell Balls. Spell Balls are the physical manifestation of some spells. They must be between 5 and 9” in diameter, made of soft cell foam or pillow stuffing covered in appropriately colored fabric (see spell description). Spell Balls are head, neck and groin legal. A Spell Ball cannot be caught or blocked, except those that do not penetrate shields (see spell description). The Spell Marshall or Vice President must approve Spell Ball construction. Spells that require meditation, as specified in the description under length, need not be written in a spell book.

Any spell that is considered a protection spell must have the material component worn as a cloak. If it is not worn in this manner then the spell is not considered in effect. In addition, only one protection spell may be active on any target at any one time. Protection type spells are defined as any spell with the word “protection” in the name and that requires a cloak for a material component.

Fighter Class

Description: This is the most popular class in ORCS. If has no restrictions on costumes, weapons, or armor. It requires a person to engage in heavy physical combat. Fighters are normally in the front line of the assault force and are also used to protect spell casters, who are usually weaker in the area of combat.

Abilities

Rank 8: First Aid: To perform First Aid a white cloth (4-5 inches wide) with a red cross must be tied around the limb. This allows the Fighter to temporarily bind a light wound allowing the limb to be used. If a yellow weapon strikes the limb, it is no longer usable and is still lightly wounded. If any other type of weapon strikes the limb, damage is a Mortal wound. This is a normal battle skill.

Rank (special): Armor Repair: Armor repair is an adventure only skill that allows fighters to repair armor and shields. How this works is very simple. The fighter takes off a piece of damaged or destroyed armor or shield. After role-playing (pretending to bend metal, fix straps, cursing and grumbling) over the piece of armor or shield for two (2) minutes, the armor or shield is fully restored. This can be done only once. After the armor or shield is destroyed or damaged a second time the fighter must have the armor or shield magically mended, or must have it repaired in Hades. This ability does not work on siege weapons, battering rams, or anything else other than armor or shields. This ability does not work on the magic shield spell. This ability does not work on relics. This ability can only be used on one item at a time. Fighters gain this ability over times as follows:

Rank 8: The ability to repair broken shields

Rank 10: The ability to repair armor.

Rank 12: The ability to repair other people’s armor and shields.

Cavalier Class

Description: To become a Cavalier, a player must be a Rank 5 or higher fighter who wishes to serve their god or special cause and have earned a Noble Title. Cavaliers must wear a cross and a sash symbolizing their alignment; white for good, gray for neutral, or black for evil. They are required to wear chain mail, scale mail, plate mail, or banded armor when fighting is expected. Otherwise, garb to denote station is acceptable. Cavaliers must be of lawful alignment, since they are presumed to follow the Rules of Chivalry. In terms of weaponry, Cavaliers are considered to be masters of all weapons. However, they disdain the use of missile weapons and prefer to wield only weapons that inflict damage at close quarters. Cavaliers gain limited spell access similar to Cleric spells.

The Basic Code of Chivalry: (The Code)

1)       Death before dishonor

2)       Death to any whom opposes the Code or mocks its virtues

3)       Combat is glory

4)       Personal glory above all in combat

5)       Battle is the eternal test of Manhood

6)       War is the flowering of Chivalry

7)       Military prowess exercised in service to the Code

8)       Defense of any charge or ward unto death

9)       Honor to all above your station

10)    Respect for all peers and equals

11)    Obedience and respect from all those beneath your station

12)    Scorn for those lowly and ignoble in action and word

13)    Courage and Enterprise in Obedience to the Code

14)    Courtesy to all Ladies

Abilities

Rank 1: Immunity to Disease: The Cavalier is automatically immune to all types of disease. This ability is adventure only.

Spells

Rank 1

Name:

Cure Light Wounds

Type:

Battle

Length:

1 min meditation

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 Creature

Description: The Cavalier must chant for 1 minute to heal a light wound for anyone. They must pray to their god or goddess and cannot move while invoking the spell.

 

 

 

 

 

Name:

Cure Disease

Type:

Adventure

Length:

1 min meditation

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 Creature

Description: When cast this spell may counter such things as leprosy, consumption, rabies, lycanthropy, plagues, etc, cleansing the recipient of most diseases. The Elder or Hosts of the event should determine the actual effectiveness of this spell.

 

 

 

 

Rank 2

Name:

Purify Food & Drink

Type:

Adventure

Length:

1 min meditation

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 Cubic Foot

Description: This allows the caster to purify small amounts of food and drink, cleaning them to remove any disease, poison, or other impurities. This spell cannot be used for purposes other than the cleansing of food and drink.

 

 

 

 

Name:

Speak with Dead

Type:

Battle

Length:

250 Words

Energy Cost:

1

Range:

Touch

Duration:

3 questions

Material:

Holy Symbol

Area of Effect:

1 creature

Description:  With Holy Symbol in hand, the Cavalier stands or kneels beside the body of a dead creature and chants the spell to allow contact and communication with the soul of the dead. The deceased soul is then bound to answer three questions, after which the connection is broken. The soul must truthfully and to the best of its understanding, answer the question “yes” or “no”. The Cavalier may not speak to another creature nor move or the spell is broken. This spell does not work on the undead or creatures without souls or spirits.

 

 

 

Rank 3

Name:

Sanctuary

Type:

Battle

Length:

700 words

Energy Cost:

1

Range:

Caster

Duration:

Special

Material:

Prism/Crystal

Area of Effect:

None

Description: By chanting this Spell, the caster summons the protective power of their deity to create an invulnerable field around themselves. After reading the Spell, the caster holds the prism or crystal above their head to maintain the Spell’s effect, if the crystal falls onto or below their head the spell is broken. The crystal must be held with both hands, and the arms or hands may not rest upon the head. The caster is impervious to all attacks, including magic (a dispel magic spell will cancel the spell). The caster is still a physical entity and may communicate, block, and move. No one may come any closer than one foot, nor try to grab the caster. The caster cannot move closer than one foot to any other creature.

 

Name:

Truth Speak

Type:

Battle

Length:

75 words

Energy Cost:

1

Range:

Touch

Duration:

1 question

Material:

Holy Symbol

Area of Effect:

1 creature

Description: This spell allows the caster to ask one creature any question. This creature is bound to answer the question completely and truthfully.

 

 

 

Rank 4

Name:

Turn Undead

Type:

Adventure

Length:

300 words

Energy Cost:

1

Range:

Throwing Distance

Duration:

Instant

Material:

Yellow Spell ball

Area of Effect:

1 creature

Description: By this incantation the caster calls upon the banishing power of their deity to summon into existence a sphere of divine energy. Depending on the power of the undead, and the Rank of the caster, the spell effect will vary. The Elder or Host of the event will determine the exact effectiveness of this spell. This spell penetrates all armor and shields. The invocation line of this is, “I [name] Turn The Living Dead.”

 

Rank 8

Name:

Last Rites

Type:

Adventure

Length:

500 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Green headband w/black cross at center

Area of Effect:

1 creature

Description: This allows the Cavalier to put to rest the soul or spirit of any dead creature. Any creature affected by this spell may not be resurrected, animated, or otherwise revived in any way. Creatures such as trolls, vampires, and others that regenerate are permanently put to rest and cannot return to the living world. A green headband etched with a black cross is put on the creature to signify that it has been affected by Last Rites. Player Characters who have been affected by Last Rites must spend the appropriate time in Hades. If no Hades is in play, then you must remain out of the game for a period of 12 minutes before returning to play. Any creature affected by Last Rites cannot be affected by Speak with Dead. The only instance where Last Rites may be applied to a “living creature” is when cast against demons, undead, or summoned beings. If Last Rites are cast against any creature from these categories, they are immediately banished from the Cavalier’s plane of existence and instantly returned to whatever plane they originated from. The Banished creature may not return to the Cavalier’s plane (assuming it has the ability to return) for a period of 12 minutes. Only one Last Rites may be in affect on any one creature.

 

Cleric Class

Description: This class is the holy followers of ORCS. They are the most powerful healers of the game and the only class that can heal mortal wounds and raise the dead. Since Clerics may shed no blood, they are permitted to use yellow weapons only. Clerics must wear a holy symbol regardless of alignment. A holy symbol is a cross, or any chosen symbol approved by the Executive Board. Clerics may wear any type of armor and use any type of shield.

Abilities:

Rank 10

Potions and Scrolls: The abilities of making certain Potions and any Scrolls for Cleric Spells becomes available at 10th Rank. See Potions and Scrolls section.

Spells:

rank 1

Name:

Cure light wounds

Type:

Battle

Length:

300 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 creature

Description: With this spell the Cleric is able to cure one light wound for anyone.

 

 

 

 

Name:

Light

Type:

Adventure

Length:

30 words

Energy Cost:

1

Range:

Caster

Duration:

30 minutes

Material:

Flashlight

Area of Effect:

10 foot radius

 

Description: When cast the light must remain on for a full 30 minutes or the spell must be recast. The light can only be directed down at the ground within a ten-foot radius. A small flashlight should be used, no spotlights.

 

 

 

Rank 2

Name:

Speak with Dead

Type:

Battle

Length:

200 words

Energy Cost:

1

Range:

Touch

Duration:

3 questions

Material:

Holy Symbol

Area of Effect:

1 creature

Description: With Holy Symbol in hand, the Cleric stands or kneels beside the body of a dead creature and chants the Spell to allow communication with the soul of the dead. The deceased soul is then bound to answer three questions, after which the connection is broken. The soul must truthfully and to the best of its understanding, answer the questions “Yes” or “No”. The Cleric may not speak to another creature nor move or the Spell is broken. The spell does not work on the undead or creatures without souls or spirits.

 

Name:

Sanctuary

Type:

Battle

Length:

650 words

Energy Cost:

1

Range:

Caster

Duration:

Special

Material:

Prism/Crystal

Area of Effect:

None

Description: By chanting this Spell, the caster summons the protective power of their deity to create an invulnerable field around themselves. After reading the Spell, the caster holds the prism or crystal above their head to maintain the Spell’s effect, if the crystal falls onto or below their head the spell is broken. The crystal must be held with both hands, and the arms or hands may not rest upon the head. The caster is impervious to all attacks, including magic (a dispel magic spell will cancel the spell). The caster is still a physical entity and may communicate, block, and move. No one may come any closer than one foot, nor try to grab the caster. The caster cannot move closer than one foot to any other creature.

 

Name:

Truth Speak

Type:

Battle

Length:

75 words

Energy Cost:

1

Range:

Touch

Duration:

1 question

Material:

Holy Symbol

Area of Effect:

1 creature

Description: This Spell allows the caster to ask one creature any question. The creature is bound to answer the question completely and truthfully.

 

 

 

 

rank 3

Name:

Word of Holding

Type:

Battle

Length:

150 words

Energy Cost:

1

Range:

Throwing distance

Duration:

Count of 100

Material:

Bright orange spellball

Area of Effect:

1 creature

Description: If struck by the spell ball you are held by the power of the cleric’s deity, the victim must remain motionless; count clearly and loudly to one hundred (by ones). This spell penetrates all armor but does not go though shields. The invocation line of this spell is: ”I [name] Invoke Word of Holding!”

 

 

 

Name:

Consecrate/Desecrate

Type:

Adventure

Length:

150 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Water

Area of Effect:

1 cubic foot volume

Description: This spell allows the Cleric to call upon the power of their deity to consecrate or desecrate water so that it is imbued with divine energy. The consecrated water may be used in a direct attack by throwing it at a creature. Consecrated or desecrated water should be effective against undead, summoned or extraplanal creatures. The consecrated water may be used to imbue a weapon with One Blessed Hit. A Blessed hit is the same as if holy water was being thrown at a creature except now it is linked to the damage of the weapon. The bearer of the weapon should call “Blessed” as well as the color of the weapon. Only the first hit of a consecrated weapon is counted as a Blessed hit, afterwards the weapon is no longer consecrated until more holy water is used. One dose of holy water is approximately one tablespoon. Holy water may be desecrated by mixing it with unholy water. A cleric may designate an area of ground to be sacred by pouring holy water on it. When holy water is applied to food or drink, it is instantly purified (poisons, toxins and disease are removed). Purification removes all disease, impurities, and poison from the food and drink. The Elder or Hosts of the ORCS Event should determine the actual effectiveness of Consecrate/Desecrate.

 

rank 4

Name:

Cure Disease

Type:

Adventure

Length:

150 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 creature

Description: When cast this spell may counter such things as leprosy, consumption, rabies, lycanthropy, plagues, etc., cleansing the recipient of most diseases. The Elder or Hosts’ of the event should determine the actual effectiveness of this spell.

 

 

 

Name:

Turn Undead

Type:

Adventure

Length:

150 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 creature

Description: By this incantation the caster calls upon the banishing power of their deity to summon into existence a sphere of divine energy. Depending on the power of the undead, and the Rank of the Caster, the spell effect will vary. The Elder or Hosts’ of the event will determine the exact effectiveness of this spell. This spell penetrates all armor and shields. The invocation line of this spell is “I [name] Turn The Living Dead, Rank [rank]!”

 

rank 5

Name:

Cure Serious Wounds

Type:

Battle

Length:

450 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 creature

Description: This spell cures all light wounds on any one creature.

 

 

 

 

Name:

Neutralize Poison

Type:

Adventure

Length:

175 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 creature

Description: This spell allows the caster to neutralize the effects of most poisons or toxins. The Elder or Hosts’ of the event should determine the exact effectiveness of the spell.

 

 

 

rank 6

Name:

Prayer Touch

Type:

Adventure

Length:

300 words

Energy Cost:

1

Range:

Caster

Duration:

Special

Material:

Colored Gloves

Area of Effect:

None

Level of Cleric

Rank of Spell Held

6

1st Rank

7

Thru 2nd Rank

8

Thru 3rd Rank

9

Thru 4th Rank

10

Thru 5th Rank

11

Thru 6th Rank

12

Thru 7th Rank

13

Thru 8th Rank

14

Thru 9th Rank

15

Thru 10th Rank

Description: This spell allows the Cleric to hold one spell for the later use. Once Prayer Touch is cast, the spell to be stored must then be cast (thus using the appropriate number of spell points for both spells) and the appropriate Colored Gloves are prepared. The Cleric may save the gloves for use at a later time. To use the stored spell, the Cleric simply has to put on the Gloves (gloves must be worn on both hands). The stored spell will be discharged on the first thing the Cleric touches. Clerics may hold spells on the intervals as follows.

The following Glove Color identifies stored spells:

Spell Stored

Gloves Color

Curing Spells

White

Protection Spells

White

Divining Spells

White

Turn Undead

Yellow

Word of Holding

Orange

Curse

Pink

All spells used through Prayer Touch are reduced to touch range. All spells used through Prayer Touch penetrate through all armor, but not shields. Once the Gloves are worn, the cleric may not cast any other spells, use weapons or hold any object. With Prayer Touch active, the Cleric may touch themselves and move about normally without releasing the stored spell. If the Cleric is hit with Prayer Touch active, the spell in not broken unless they are hit in the arms, mortally wounded, or killed. A cleric may have only one spell stored at any given time. A Cleric may cast other magic while they have a spell stored. Prayer Touch is unique to the caster. Only the caster can use his or her own stored spell. A Dispel Magic spell will negate Prayer Touch and any stored spell held within.

 

rank 7

Name:

Cure Mortal Wounds

Type:

Battle

Length:

600 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Holy Symbol

Area of Effect:

1 creature

Description: This spell allows the caster to cure anyone who is mortally wounded.

 

 

 

 

 

rank 8

Name:

Holy/Unholy Weapon

Type:

Adventure

Length:

400 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Silver Weapon

Area of Effect:

1 weapon

Description: This spell allows the Cleric to permanently bless a single weapon. This weapon must be made from silver. After the spell has been cast, the weapon does Blessed Hits. The silver weapon must be specially made and purchased with ORCS currency; a weapon cannot just be declared, “made of silver” (see rules for making silver weapons). The weapon must be covered with blue cloth and have the name of the Cleric’s deity written clearly on the weapon. Only one Holy/Unholy Weapon can be made by a Cleric at any time, until the old one is destroyed or dispelled. The weapon is a personal item and cannot be stolen (unlike Relics). A Cleric may make a Holy Weapon for another character provided they are of similar alignment.  The Holy/Unholy Weapon is a permanent item and carries between ORCS events. The enchantment can be broken by having the weapon declared destroyed, or the enchantment can be broken by having a Curse Spell applied to the weapon which renders it a normal silver weapon. Holy/Unholy Weapon does not increase the damage done by the weapon, but allows the weapon to strike with Blessed Hits (see Cleric spell Consecrate/Desecrate). It allows a weapon to strike creatures normally not affected by ordinary weapons. The Elder or Hosts’ of the event should determine the exact effectiveness of the Blessed Hit done by a Holy Weapon.

 

rank 9

Name:

Curse

Type:

Adventure

Length:

500 words

Energy Cost:

1

Range:

Throwing distance

Duration:

Instant

Material:

Pink spellball

Area of Effect:

1 creature

Description: This spell allows the Cleric to call forth the power of divine anger and holy fury, which instead of divine healing inflects divine pain. The spell inflicts a light wound to every limb. Curse penetrates all armor and shields. The invocation line for this spell is “I [name] Invoke [deities name] Curse!”

 

 

Name:

Last Rites

Type:

Adventure

Length:

500 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Green Headband w/black cross at center

Area of Effect:

1 creature

Description: This allows the Cleric to put to rest the soul or spirit of any one dead creature. Any creature affected by this spell may not be resurrected, animated, or otherwise revived in any way. Creatures such as trolls, vampires, and others that regenerate are permanently put to rest and cannot return to the living world. A green headband etched with a black cross is put on the creature to signify that it has been affected by Last Rites. Player Characters who have been affected by Last Rites must spend the appropriate time in Hades. If no Hades is in play, then you must remain out of the game for a period of 12 minutes before returning to play. Any creature affected by Last rites cannot be affected by Speak with Dead. The only instance where Last Rites may be applied to a ‘living creature’ is when cast against demons, undead, or summoned beings. If Last Rites are cast against any creature from these three categories, they are immediately banished from the Cleric’s plane of existence and instantly returned to whatever plan they originated from. The banished creature may not return to the Cleric’s plane (assuming it has the ability to return) for a period of 12 minutes. Only one Last Rite may be in affect on any one creature.

 

Name:

Resurrection

Type:

Battle

Length:

1000 words

Energy Cost:

2

Range:

Touch

Duration:

Permanent

Material:

Holy symbol

Area of Effect:

1 creature

Description: Allows the caster to remove the condition of dead from 1 person, but does not repair armor.

 

 

 

 

Druid Class

Description: This class combines ranger, cleric and mage abilities. Druids are the Priests of Nature who cast spells and engage in combat equally well. Druids garb themselves in woodland colors and must wear a crescent moon as a symbol of their class. They are restricted to Leather Armor (AC 4) and using a round shield. Weapons permitted are white sword, club, bow, quarterstaff, spear, pike, and dagger. Druids have a great love for nature, and may be offended, even hostile if they see anyone abusing or destroying anything of the natural world.

Abilities:

Rank 10

Potions and Scrolls: The abilities of making certain Potions and any Scrolls for Druid Spells becomes available at 10th Rank. See Potions and Scrolls section.

Spells:

rank 1

Name:

Feign Death

Type:

Battle

Length:

30 words

Energy Cost:

1

Range:

Caster

Duration:

Special

Material:

Magic Symbol

Area of Effect:

Caster

Description: The Druid draws on the power of nature to slow his heartbeat and breathing. This Spell is memorized and can be cast without reading from a Spell Book. The Druid cannot move or speak or the Spell is broken.

 

 

 

 

rank 2

Name:

Mending Wood/Leather

Type:

Battle

Length:

100 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Mending Dust

Area of Effect:

1 wooden/leather item

Description: This Spell allows the Druid to bind, restore, and repair any wooden or leather item (i.e. weapons, armor, etc.). A suit of armor is considered a single item, and 20 arrows may be considered a single item. This spell will not mend any hits done to a ship during a ship battle. Dispel Magic does not negate the effect of a Mending Spell. Any items that are affected by Warp Wood can be mended as well as leather armor, but not studded. This spell restores hits taken to Barkskin.

 

Name:

Light

Type:

Adventure

Length:

170 words

Energy Cost:

1

Range:

Caster

Duration:

30 minutes

Material:

Flashlight

Area of Effect:

10 foot radius

Description: When cast the light must remain on for a full 30 minutes or the spell must be recast. This light can only be directed down at the ground within a ten-foot radius. A small flashlight should be used, no spotlights.

 

 

 

Name:

Detect Traps (woodland)

Type:

Adventure

Length:

100 words

Energy Cost:

1

Range:

Caster

Duration:

Instant

Material:

Y shaped branch

Area of Effect:

10 foot radius

Description: This allows the caster to detect any sort of trap within a ten-foot radius around the caster. This does not reveal the nature of the trap, only it’s location. The Elder of the event determines the exact information.

 

 

 

rank 3

Name:

Cure Lights Wounds

Type:

Battle

Length:

350 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Magic symbol

Area of Effect:

1 creature

Description: With this Spell the Druid is able to cure one light wound for anyone.

 

 

 

 

Name:

Protection from Lighting

Type:

Battle

Length:

225 words

Energy Cost:

1

Range:

Special

Duration:

Special

Material:

Blue Cape

Area of Effect:

Special

Description: This Spell allows the Druid to protect himself, others at 5th Rank, and objects at 7th Rank, from one lighting or electrical based attack. This spell does not hinder any of the Druid’s other magic while in effect.

 

 

 

rnak 4

Name:

Call Lighting

Type:

Battle

Length:

175 words

Energy Cost:

1

Range:

Throwing distance

Duration:

Instant

Material:

Blue spellball

Area of Effect:

1 creature

Description:  This Spell calls fourth a Bolt of Lightning, which causes Black Damage and automatically destroys shields. A Lighting Bolt that lands in water, without hitting anything else, effects everything in the water up to a three foot radius. To invoke the Spell: “I [name] Call Nature’s Lighting!”

 

 

 

rank 5

Name:

Barkskin

Type:

Battle

Length:

250 words

Energy Cost:

1

Range:

Caster

Duration:

Special

Material:

Brown Headband w/ White Circle

Area of Effect:

None

Description: This Spell allows the Druid to increase his armor class by one level. The spell is broken upon the Druids death and can be dispelled by Dispel Magic. Mending will restore Barkskin.

 

 

 

 

rank 6

Name:

Warp Wood

Type:

Battle

Length:

300 words

Energy Cost:

1

Range:

Throwing distance

Duration:

Permanent

Material:

Grey spellball

Area of Effect:

3 foot radius

Description: This spell warps all man-sized wooden objects in a 3-foot radius making them unusable (i.e. shields, bows, planks, and non-magical chests). If larger than man-sized, such as a castle door, there is no effect. A mending Spell can repair the warping. To invoke this Spell: “I [name] Call Nature’s Warp!”

 

 

 

rank 7

Name:

Cure Disease

Type:

Adventure

Length:

150 words

Energy Cost:

1

Range:

Touch

Duration:

Permanent

Material:

Magic symbol

Area of Effect:

1 creature

Description: When cast this spell may counter such things as leprosy, consumption, rabies, lycanthropy, plagues, etc. Cleansing the recipient of the spell of most diseases. The Elder or Hosts of the event should determine the actual effectiveness of this spell.

 

 

Name:

Commune with Nature

Type:

Adventure

Length:

300 words

Energy Cost:

1

Range:

Special Duration

Duration:

3 Questions

Material:

A leaf or piece of foliage

Area of Effect:

Casters surroundings

Description: The Spell allows the Druid to speak with plants and animals within his immediate surroundings in order to determine the events that have taken place there. An Elder will determine the exact effectiveness of the spell. The Druid can ask 3 questions which the Elder will answer with either ‘Yes’ or ‘No’. Only information concerning the current adventure may be given. The Elder cannot divulge information regarding the actions of other players (such as assassinations).

 

rank 8

Name:

Entangle

Type:

Battle

Length:

300 words

Energy Cost:

1

Range: