Bi-Annual Glass

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Bi-annual Glass

Card Points: (Required)   750 gp

Card Stats: (Required) -1 CAP

Card Type and Timing: (Required)   Item, Magic

Card Text (Max 200 Characters and Spaces) (Required)   This large time piece is used like an hourglass, but keep time up to 6 months. Once turned over, it cannot be turned over until 6 months has passed. Movement does not affect the rate of sand flow.

Why should this card be in the game: (Required)   This is needed to keep track of preserving barrels to know how long they have been sealed. It was created in the Age of the Mortal Kingdoms and was an uncommon item. Depending upon the use and wealth of the merchant, only enough glasses were bought for this preserving work. They are Rare in costal port towns and Mortal Kingdoms. If found outside these areas, they are very rare and will sell for 3 to 6 times the cost listed.

I have read and accepted the Legal Stuff: (Required)   yes

Preserving Barrel, Small

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Preserving Barrel, Small

Card Points: (Required)   70 gp

Card Stats: (Required) -2 CAP

Card Type and Timing: (Required)   Item, Magic  +3/-5 CAP (Full)

Card Text (Max 200 Characters and Spaces) (Required)   This item can carry food or water. Once sealed with the lid, items remain in the same fresh state up to 6 months. Upon opening the barrel, items will begin to age, spoiling at normal rate.

Why should this card be in the game: (Required)   This is a smaller barrel to carry supplies up to 6 months to keep it fresh.
Both preserving barrels could carry a body of appropriate size, but the spirit could not be attached to the body when taken out of the barrel in 6 months. This would be useful for adventures who travel with pack animals and carts.
This was a common item during the Age of the Mortal Kingdoms. It is now uncommon and found this way in coastal port towns or Mortal kingdoms. Otherwise it is a rare item and worth 3 to 5 times the amount shown.
Both preserving barrels use a magic word to seal them, determined by the wizard or merchant paying for it.

I have read and accepted the Legal Stuff: (Required)   yes

Barrel, Small

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Barrel, Small

Card Points: (Required)   12 gp

Card Stats: (Required) -2 CAP

Card Type and Timing: (Required)   Item  +3/-5 (Full)

Card Text (Max 200 Characters and Spaces) (Required)   This barrel is about a third of the size of the regular barrel. It can hold items inside it no more than 20 inches by 10 inch diameter. Can hold 3 CAP of water or food.

Why should this card be in the game: (Required)   A smaller barrel is needed to carry extra items for a carts, boats, and pack animals. This small barrel is easier to haul than the barrel. It can carry up to 3 CAP inside the barrel smaller than the dimention listed on the card. This could be carried by a character, but leaves little left for other items. It will not fit into anything smaller than sack or backpack, but it's ungiving shape adds +3 to the CAP weight/size. This should keep characters from trying to stuff it into just anything with no regards to true diamensions.

I have read and accepted the Legal Stuff: (Required)   yes

Preserving Barrel

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Preserving Barrel, Large

Card Points: (Required)   200 gp

Card Stats: (Required) -6 CAP

Card Type and Timing: (Required)   Item, Magic 10/16 CAP (Full)

Card Text (Max 200 Characters and Spaces) (Required)   Food or drink is kept in the barrel. Once sealed with the lid, items remain in the same fresh state up to 6 months. Upon opening the barrel, the item will begin to age; spoiling at normal rate.

Why should this card be in the game: (Required)   Seafaring ships and merchants need to carry goods to market without it spoiling. This item uses magic to seal the barrel to preserve it's cargo until it ready to arrive. This is a very expensive way to keep things fresh, but it can produce good money for the merchant willing to hold on to items when they are out of season or hard to find. Extremely useful for ships to keep food fresh while on long voyages. This magic was started back in the Age of the Great Mortal Kingdoms. They were becoming common items during that time. Now they are uncommon and sometimes rare. Outside the seaports and remaining Mortal Kingdoms, these will sell for 3 to 5 times the going rate listed.

I have read and accepted the Legal Stuff: (Required)   yes

Storm Flagon

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Storm Flagon

Card Points: (Required)   75 gp

Card Stats: (Required) N/A

Card Type and Timing: (Required)   Item, Magic  1/2 CAP

Card Text (Max 200 Characters and Spaces) (Required)   Storm Flagon is a popular item among drinkers of Stormhammer Ale. Any water or alcohol poured into the flagon is changed into Stormhammer Ale. "My best drink is always availible" - unknown Dwarf

Why should this card be in the game: (Required)   Characters that carry drinking mugs may not be satisfied with other drinks. This flagon changes the water or alcohol into the famous Stormhammer Ale. Those drinking this will suffer the effects of stormhammer ale. Those who prefer a clean drinking container will enjoy this flagon. It will be a nice addition to items for use in role playing.

I have read and accepted the Legal Stuff: (Required)   yes

Ladle of Life

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Ladle of Life

Card Points: (Required)   625 gp

Card Stats: (Required) N/A

Card Type and Timing: (Required)   Item, Magic  1/5 CAP

Card Text (Max 200 Characters and Spaces) (Required)   Sailors call this item the Giver of Life. When salt water is scooped up with the ladle, it is changed into fresh water. The salt water container becomes saltier until there is nothing but salt left.

Why should this card be in the game: (Required)   This popular item can be found easily in most sea ports along the coast. The biggest problem for seafaring ships is suppling it with enough fresh water for the voyage.
This item only removes the salt from the water, but not other impurities found in the water. If the water is poisoned or polluted, it still will be except the removal of salt in the water.
If this salt water is contained in a barrel, the barrel will get saltier and saltier until all that is left is salt. The sea salt could be dumped or sold by enterprising ship captains.
Inland from the coast, this item is rare to find and cost twice as much if it can be found. This will become more important as ships get added to the game sometime in the future.

I have read and accepted the Legal Stuff: (Required)   yes

Drinking Ladle

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Drinking Ladle

Card Points: (Required)   6 gp

Card Stats: (Required) N/A

Card Type and Timing: (Required)   Item 1/5 CAP

Card Text (Max 200 Characters and Spaces) (Required)   This is common item found aboard ships, in blacksmith shops, kitchens, at water barrels and wells. The utensil is usually availible for the public to get a drink of water.

Why should this card be in the game: (Required)   An item used by the peasents and travellers. This common item could be found among gear of fastideous characters. After all who would want to drink from a ladle used by sickly or dirty scum. The ladle is made from wood or metal or both. Wardens and players could have a little fun with those flawed characters adding more role-playing into the game. Also useful if you do not want someone to drink from your water skin/wine skin. Typical length is appoximately 12 to 18 inch handle with an 8 ounce cup attached. Players could come up with many other uses in game play.

I have read and accepted the Legal Stuff: (Required)   yes

Mystic Bolt

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   132

Is this a Revised Card? (Optional)   

Card Title: (Required)   Mystic Bolt

Card Points: (Required)   4 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Mastery   Ace, Spell   0/F

Card Text (Max 200 Characters and Spaces) (Required)   Cast to inflict 1d6 magic damage to a target.
This spell ignores magic DEF provided by spells or items.

Why should this card be in the game: (Required)   A little love for the severe lack of mastery cards.

Notes:   Not an independent, but an unlimited number of these can be thrown on the casters
           initative (timing of 0/f).  Low damage, but a handful of these babies will chew up an
           opponent with a high magical defense.  High point characters may acheive a "machinegun"
           effect when using this spell.    

I have read and accepted the Legal Stuff: (Required)   yes

Alter Appearance

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   132

Is this a Revised Card? (Optional)   

Card Title: (Required)   Alter Appearance

Card Points: (Required)   3 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Bloodkin  Ace   1/*

Card Text (Max 200 Characters and Spaces) (Required)   Play to alter the physical appearance of a bloodkin character to any desired form of the same gender
and species.  Changes are permanent until this ability is used again.


Why should this card be in the game: (Required)   It just seems logical.

Notes:  There is really too much text required to properly define this card, but in case you are
          interested here is the original card text that I wrote (back when bloodkin cards were new):

Play to change the physical appearance of a bloodkin character.  This card does not alter stats,
form, or gender.  The appearance change is permanent until this ability is used again.  Specificaly the
character can alter skin, hair, and eye color as well as other body features (birthmarks, fur patterns,
moles, hair length).  He or she may alter apparent age by up to 50% in either direction, height by
10% up or down, and apparent build from skinny to obese.  The character may become more
handsome/beautiful or unattractive/ugly.  Such changes give a +1 (beauty) or -1 (ugly) modifyer to
persuasion, haggle, and charm rolls.

        Other effects (from newer cards) should also apply such as losing the bad reputation flaw
        when in altered form (or mabye gaining it).

I have read and accepted the Legal Stuff: (Required)   yes

Wrath

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   132

Is this a Revised Card? (Optional)   

Card Title: (Required)   Wrath

Card Points: (Required)   7 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Shamanism   Ace, Spell   1/F

Card Text (Max 200 Characters and Spaces) (Required)   Cast to inflict (WIS)d6+WIS magic damage.  Only one wrath may be cast
in a combat round.

Why should this card be in the game: (Required)   Provides another combat spell for the shaman.  

Notes:  The concept here is that the shaman summons up "negative spiritual energy" from the spirit
          plane and hurls this "wrath" at a target in the form of a ball of energy.  The effectiveness
          of this spell (damage done) is related to the shamans capacity to tap into and direct this
          "spiritual anger" as well as withstand the emotional stress of doing so, thus the whole mess
          is based on the casters WIS.

          This spell can be very powerful when used by a high WIS shaman.

I have read and accepted the Legal Stuff: (Required)   yes

Roots

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   132

Is this a Revised Card? (Optional)   

Card Title: (Required)   Roots

Card Points: (Required)   9 CP

Card Stats: (Required) STR 0   COR 0   DEF 9   SPD 0   WIS 0  HP 36  CAP 0

Card Type and Timing: (Required)   Witchcraft   Ace, Spell   1/V

Card Text (Max 200 Characters and Spaces) (Required)   Thorny roots sprout from the ground and entangle the tatget.  The target is immobilized and may
not move or dodge.  Target and roots take 1d6 damage per round ignoring DEF.  Roots have the
listed stats.
Target is freed when the roots die or are destroyed.

Why should this card be in the game: (Required)   An interesting witchcraft spell to add some combat ability.

Notes:   The idea behind this spell was to prevent the target from moving for a short but variable
           period of time.  The roots lose 1d6 HP per round, when their HP reach 0 the spell ends.
           Note that the spell only prevents movement, a rooted character may still take an action
           as normal (although he may not use this action to move).  Attacking the roots might be
           a good idea...

           The roots deliver 1d6 damage to the target past DEF each round.  This represents the
           squeezing effect that the roots have and eliminates the need for the roots to have a STR
           value.  A fixed STR number could not be set at a value where the spell would be effective
           at all point levels and against any creature, person, or animal.
           As a result a strength contest cannot be used to get free from the roots, however they
           may be damaged and "killed", and creatures with high strength will be more effective at this.


I have read and accepted the Legal Stuff: (Required)   yes

Regeneration

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   132

Is this a Revised Card? (Optional)   

Card Title: (Required)   Regeneration

Card Points: (Required)   7 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Witchcraft   Ace, Spell   1/C

Card Text (Max 200 Characters and Spaces) (Required)   Target recovers 1 Health point at the end of each round.
Also recovers 1 health point for each independent action expended to "regenerate" during a round.
This spell is effective vs. poison and disease damage.  

Why should this card be in the game: (Required)   Another healing spell... you can never have enough healing.  

Notes:  Heals disease damage, but does not cure diseases.
          May regrow lost limbs, fingers, ears, eyes, etc... at the GM's option.

I have read and accepted the Legal Stuff: (Required)   yes

Paralyze

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   132

Is this a Revised Card? (Optional)   

Card Title: (Required)   Paralyze

Card Points: (Required)   7 CP

Card Stats: (Required) STR -3   COR -3   DEF -1   SPD -3   WIS 0   HP 0   CAP 0

Card Type and Timing: (Required)   Wizardry   Ace, Spell   0/R(WIS)

Card Text (Max 200 Characters and Spaces) (Required)   Independent card.  Success at +WIS vs. +WIS gives the target the penalties shown.  Target must
roll 7 or less each round or be unable to speak, move, or take an action.  Effects last for casters WIS
in rounds.

Why should this card be in the game: (Required)   This gives the ability to hold or slow down a target without killing it or knocking it out.  It also has
obvious uses in combat.  

Notes:   This spell does not do any direct damage to the target, thus physical and magical DEF has
           no effect.  Difficult to dispel.  The spell timing prevents the use of most runes.


I have read and accepted the Legal Stuff: (Required)   yes

Disintegrate

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   132

Is this a Revised Card? (Optional)   

Card Title: (Required)   Disintegrate

Card Points: (Required)   9 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Wizardry   Ace, Spell   1/F

Card Text (Max 200 Characters and Spaces) (Required)   Target takes 3d6+WIS magic poison/acid damage.  Each additional 6 points of wizardry aces drained
to support this spell adds 1d6+WIS to damage.

"There was this flash of light and the drakkel was gone.  No, not dead, just... gone."

Why should this card be in the game: (Required)   There is a lack of powerful attack spells in the game.  This is obviously intentional for game balance
purposes, but magic simply cannot compete with physical attacks at higher point levels.  This spell is
intended to make the wizard a serious threat to the really big nasties.

Notes:   Magic protection (mystic shield, shimmering aura) applies.
           Can only be healed by time or magic spells/items that heal poison damage.


I have read and accepted the Legal Stuff: (Required)   yes

Invisibility

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   134

Is this a Revised Card? (Optional)   

Card Title: (Required)   Invisibility

Card Points: (Required)   4 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Wizardry   Ace, Spell   1/V

Card Text (Max 200 Characters and Spaces) (Required)   Target and his gear become invisible.  Visual perception rolls vs. an invisible character automaticly
fail and he has a +6+WIS bonus to stealth.  Requires an independent action each round to maintain.

Why should this card be in the game: (Required)   It's invisibility!  Everybody loves invisibility!

Notes:   The card point cost of this spell may seem low, but is in line with other "stealth" types of
           spells, and has the side effect of making invisibility easier to dispel.  

           Some other thoughts...
           Invisibility applies only to the target and his carried gear at the time of casting.  Any objects
           picked up afterward remain visible (reductions to stealth bonuses at GM discression).

           Any gear/object carried at the time of casting that the target drops, throws, or gives to
           someone else becomes visible.  It becomes invisible again if/when reclaimed by the target.

I have read and accepted the Legal Stuff: (Required)   yes

Magelight

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   134

Is this a Revised Card? (Optional)   

Card Title: (Required)   Magelight   

Card Points: (Required)   2 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Wizardry   Ace, Spell  1/V

Card Text (Max 200 Characters and Spaces) (Required)   Creates a glowing orb that floats in the air and illuminates up to a 150 foot circle.  The orb may be
moved, and brightness adjusted at will by the caster.  A magelight lasts 8 hours.  

Why should this card be in the game: (Required)   This spell is intended to be of use to a group who require a light source.  It is similar in idea to the
moonglow spell (see other card proposed), however as a wizardry spell it reflects the differing
methodology and philosophy of schololarly magic.

Notes:   This spell came about due to my obsession with light globes (my character has dozens!).
           I noticed that for most magic items in the game there are spells that have a similar effect or
           do the same thing at least to some degree.  However there are no "light" spells.  If this were
           the case how could light globes be created or even thought of?  I also note that in every
           other RPG that I know of where magic-using characters exist they have some sort of spell to
           create light.  This is also true for most "wizards" in fantasy literature.  So this is an attempt
           to correct this oversight.  This spell comes in the flavor of wizardry.

 * The basic idea here is a remote-controlled flying lightbulb with a dimmer switch.

 * The "brightness" of the magelight may be adjusted up or down and illuminates a 10 foot (dimmest)
    to 150 foot (brightest) circle.

 * The magelight may be moved to anywhere in line of sight.  Note that as this actually creates
    light any observers may see this light at a great distance.

I have read and accepted the Legal Stuff: (Required)   yes

Moonglow

Your Name: (Required)   Brian Cornelius

Your Email: (Optional)   scornelius@columbus.rr.com

Guild Number: (Optional)   134

Is this a Revised Card? (Optional)   

Card Title: (Required)   Moonglow

Card Points: (Required)   2 CP

Card Stats: (Required) None

Card Type and Timing: (Required)   Witchcraft    Ace, Spell  1/V

Card Text (Max 200 Characters and Spaces) (Required)   Illuminates a 100 foot diameter sphere with a pale greenish-white glow that negates darkness
penalties within range.  The sphere is immobile and can't be moved after it is cast.
Moonglow lasts 10 hours.



Why should this card be in the game: (Required)   Although there are a number of existing cards that allow characters to "see in the dark" they all apply
only to a single individual when cast (senses of elethay, night eyes).  Moonglow is intended to
provide "area lighting".  In this case the spell comes in the flavor of witchcraft.

Notes:  This idea came up due to the fact that My character does not have nightvision, and I am
          tired of seeing nothing but dark when on watch.  The actual effects of the spell have some
          interesting results...

 * The spell affects an area, not individuals, thus the effect applies to all beings, creatures, and
    animals as long as they are within range.  The effect is immobile so it is possible to enter or leave
    the area of effect (respectivly gaining or losing the benefits of the spell).

 * The "greenish-white glow" is only noticable to those within the range of the spell.  This is based
    on the game mechanic of "negates darkness penalties" as opposed to "creates bright light".
    This means that beyond the range of the spell effect no "light" will be seen.  This is a nice
    stealth feature that I can see being used by night witches (even though they have nightvision),
    and by anyone using a cold camp who still needs to see.  This effect only applies to the spell,
    if you are using moonglow and have a campfire, the fire may be spotted at a good distance, but
    the "light" from the spell will not be seen.  

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Dragon

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Dragon

Card Points: (Required)   2

Card Stats: (Required) N/A

Card Type and Timing: (Required)   Shaman ACE 1/C

Card Text (Max 200 Characters and Spaces) (Required)   
Success +WIS allow the shaman to receive the Spirit Power of the Dragon. Dragon grants the ability to speak and understand language spoken. Only 1 Spirit Power in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   
The shaman is lacking in spell cards unless tatoo magic or spirit walker. More spell cards are needed in the game. This is the nineth Animal Spirit Power card. This old spell was popular for shaman to work out treaties for different tribes. Grandilar has many languages spoken before common was adopted by many of the cultures. Many suspected that the Dragons had been the prime motivator because of their mind speak abilities. This unnerved some races and made information harder to obtain. Since this allows the user to speak and understand everything spoke to them they make the shaman a sought after individual. As with other Animal spirit power cards, only 1 can be on the character at a time. Also the shaman may end the spell when he/she wants.

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Griffon

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Griffon

Card Points: (Required)   1

Card Stats: (Required) N/A

Card Type and Timing: (Required)   Shaman ACE 1/*

Card Text (Max 200 Characters and Spaces) (Required)   
Success +WIS allow the shaman to receive the Spirit Power of the Griffon. Griffon grants a +2 bonus to taint DEF for 24 hours. Only 1 Spirit Power in play at a time. Shaman may end spell.


Why should this card be in the game: (Required)   
The shaman needs more spell cards for there are not enough spell cards, unless they go with tatoo magic or spirit walker. This is the eighth Animal Spirit Power card. Shamans access the power of the animal when successful. The Griffon gives the bonus ability to resist taint. Lasting for 24 hours, this helps survival in those problem areas in Grandilier. Like the rest of these cards, only one may be on a character at a time. Also the shaman may end the spell he/she cast at any time.

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Drakkel

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Drakkel

Card Points: (Required)   3

Card Stats: (Required) +3 STR

Card Type and Timing: (Required)   Shaman ACE 1/6R

Card Text (Max 200 Characters and Spaces) (Required)   
Success +WIS allows the shaman to receive the Spirit Power of the Drakkel. Drakkel grants a +3 STR. Only 1 Spirit Power in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   
Shamans are lacking on spell cards unless they take tatoo magic or spirit walker. This is the Seventh Animal Spirit Power card. The shaman is using the oldest magic when casting the power from animals. The Drakkel gives the power of STR to the target. At this time the spell is to be used for the Shaman only, but it could be reworded in the first line by changing shaman to target. If so, a +5 is added to the target if they are not a shaman. As before only 1 spirit power may be on a character at a time. Shaman that cast the spell can end the spell at their will.


I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Horse

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Horse

Card Points: (Required)   7

Card Stats: (Required) +8 HP, +1 CAP

Card Type and Timing: (Required)   Shaman ACE 1/*

Card Text (Max 200 Characters and Spaces) (Required)   
Success +WIS allow the shaman to receive the Spirit Power of the Horse. Horse grants +1 CAP and +8 HP for a 24 hour period. Only 1 Spirit Power in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   
The shaman spells are small in number unless they take the tatoo magic or spirit walker. This is the sixth in a group of Animal Spirit Power cards. The Horse adds the ability to carry more and better hit points for a 24 hour period or until it is ended or dispelled. At the end of the spell the target transfers any damage from those 8 points as bruising damage to the character. The warden can deem any additional penalties that apply from either when the spell is over.

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Dolphin

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Dolphin

Card Points: (Required)   3

Card Stats: (Required) N/A

Card Type and Timing: (Required)   Shaman ACE 1/C

Card Text (Max 200 Characters and Spaces) (Required)   
Success +WIS allow the shaman to receive the Spirit Power of the Dolphin. Dolphin grants swim and breathing underwater. Only 1 Spirit Power may be in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   
This is the fifth card in the Animal Spirit Power cards. Shamans have been lacking in spell cards unless they cast tatoo magic and spirit walker. This is some of the oldest form of magic availible. The dolphin helps the shaman to survive in water terrian. Useful on the shamans that travel the seas of Grandilar. A difficulty can be given if the character is trying to swim with armor. Of course they will not drown for the first 5 minutes, but if they cannot leave the water, they will drown after the spell ends. As before listed, the character can only have one spirit armor at a time. The shaman has the ability to end the spell at his/her choosing, otherwise a dispel is needed.

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Wolf

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Wolf

Card Points: (Required)   2

Card Stats: (Required) Not needed

Card Type and Timing: (Required)   Shaman ACE 1/C

Card Text (Max 200 Characters and Spaces) (Required)   Success +WIS allow the shaman to receive the Spirit Power of the Wolf. Wolf grants a +2 to scent tracking and perception. Only 1 Spirit Power in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   The fourth in the shaman spirit power spells. The shaman is lacking in spells compared to the other magics, unless the tatoo magic or spirit walker. Animal spirits have always worked with shamans from the beginning of the magic sphere. The Wolf spirit gives the ability to perception and scent tracking targets. Scent tracking makes the shaman seem a little strange unless it is a Das Karr, Tigrean, werewolf or wererat. The shaman must get the scent in order to gain this bonus, dispite how silly they may look. This can give an intresting discription from the warden or player. Finally, only one spirit power can be in use on a character/NPC at a time. Only the casting shaman can end the spell. Otherwise a dispel is needed to end the spent. As mentioned in the other Spirit Powers, a +5 is added to the target character if they are not a shaman spell user.

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Cheetah

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Cheetah

Card Points: (Required)   6

Card Stats: (Required) +6 SPD

Card Type and Timing: (Required)   Shaman ACE 1+IND*/R*

Card Text (Max 200 Characters and Spaces) (Required)   
Success +WIS allow the shaman to receive the Spirit Power of the Cheetah. Cheetah grants +6 SPD. Every 3 IND spent at casting gives +1 Round. Only 1 Spirit Power in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   
This is the third card in the Animal Spirit spell cards. The shaman needs more spell cards to use. Especially if they do not take the Tatoo magic or Spirit Walker side of the shaman. This an old magic in the shaman spell field. Animal Spirits lend some of their abilities to help who it is cast upon. The cheetah is a very fast animal in a short amount of time. By paying additional independants the character can extend the spell by one additional round. The independant costs of 3 to gain an additional round sounds steep,but the power is difficult to increase the amount of time with this spirit.

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Turtle

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Turtle

Card Points: (Required)   3

Card Stats: (Required) +4 DEF, -1 SPD

Card Type and Timing: (Required)   Shaman ACE 1/3R

Card Text (Max 200 Characters and Spaces) (Required)  
 Success +WIS allow the shaman to receive the Spirit Power of the Turtle. Turtle grants a +4 DEF and -1 SPD against physical attacks. Only 1 Spirit Power in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   
This is the second card in the Animal Spirit Power cards. As stated with the first, the shaman is lacking in spells to use. Animal spirits are an essential piece to the shaman. Shaman connected with the animals in the beginning. Animal Spirits each give different powers for the shaman to use. The turtle gives the ability to increase the DEF by harding the skin like his shell, but this also reduces the SPD. Shaman has need of a way to help protect himself from physical attacks only. This mimics the Spirit Armor card except it is no defense to magic attacks and a lower defense. The two spells may be on the same character. As listed, the shaman can end the spell at anytime. Cancelling of the spell can only be ended by the shaman that cast the spell. Thus only spirit power can be played on a target, self or others. A +5 is added to a non-shaman character for their contest roll.

I have read and accepted the Legal Stuff: (Required)   yes

Spirit Power: Raccoon

Your Name: (Required)   Robert Thomas

Your Email: (Optional)   outlandbob@yahoo.com

Guild Number: (Optional)   130

Is this a Revised Card? (Optional)   

Card Title: (Required)   Spirit Power: Raccoon

Card Points: (Required)   5

Card Stats: (Required) +2 COR

Card Type and Timing: (Required)   Shaman ACE 1/6R

Card Text (Max 200 Characters and Spaces) (Required)   
Success +WIS allow the shaman to receive the Spirit Power of the Raccoon. Raccoon grants a +2 COR. Only 1 Spirit Power in play at a time. Shaman may end spell.

Why should this card be in the game: (Required)   
The normal shaman is lacking on spells. They are in need of more spells to use in game play. I came up with the Animal Spirit Power cards. The shaman is known for working with animal spirits. Many shamans were known to gain power from the animals they bind with themselves. The animals each have different abilities that the shaman can gain to help themselves.This first one is based upon the Raccoon. The raccoon's ability is the use of his hands. His hands are very nimble and quick. Thus the shaman will gain a brief increase in COR. The shaman can cast this spell on non-shaman characters, but with difficulty. The non-shaman character would have a +5 added to the roll against the shaman. A contest roll is needed to see if the spirit is willing to give his power to a non-shaman. Shaman also has the ability to end the spell as needed. This would allow him to change to another spirit when another is needed. The shaman can also end a
 spirit power cast upon a character if they deserve it.

I have read and accepted the Legal Stuff: (Required)   yes

Scamper

Your Name: (Required)   Troy Davis

Your Email: (Optional)   Mstrkhan2001@yahoo.com

Guild Number: (Optional)   176

Is this a Revised Card? (Optional)   

Card Title: (Required)   Scamper

Card Points: (Required)   2

Card Stats: (Required) see text

Card Type and Timing: (Required)   werereat  ace 0/f

Card Text (Max 200 Characters and Spaces) (Required)   A previously hidden vermite may attack, move, or cast and remain hidden with a +2 +cor stealth check. The prerequisites are that the vermite must have been hidden prior to the action (either by stealth, rear, or other unseen action) and the surrounding scene has adequate places to hide/move. Ie jumping into a well lit circular room would nullify this ability.
(ED NOTE: Text too long.)

Why should this card be in the game: (Required)   There is a lack of stealthy activity cards in game. Plenty of chances to hide but few chances to use it. Given vermite tendencies to hide I feel its a good fit. This card could be a universal at same cost? Or vermite only? Or cheaper for vermites? (or more expensive for non?). Still pondering this aspect.

I have read and accepted the Legal Stuff: (Required)   yes

Rabid Bite

Your Name: (Required)   Troy Davis

Your Email: (Optional)   Mstrkhan2001@yahoo.com

Guild Number: (Optional)   176

Is this a Revised Card? (Optional)   

Card Title: (Required)   Rabid Bite

Card Points: (Required)   3

Card Stats: (Required) +3 str

Card Type and Timing: (Required)   ace 0/f

Card Text (Max 200 Characters and Spaces) (Required)   Use when in any wererat form. Play to add +4 to str melee attack. The str bonus cannot be added to the bonus of weapons.

Why should this card be in the game: (Required)   Wererats don't have any specific attack cards and are rather weak. This card is a scaled down fangs of the wolf to give a little boost to rat combat combos.

I have read and accepted the Legal Stuff: (Required)   yes

Low Down Rat

Your Name: (Required)   Troy Davis

Your Email: (Optional)   Mstrkhan2001@yahoo.com

Guild Number: (Optional)   176

Is this a Revised Card? (Optional)   

Card Title: (Required)   Low Down Rat

Card Points: (Required)   1

Card Stats: (Required) +2 str

Card Type and Timing: (Required)   Universal ace (or vermite only?)

Card Text (Max 200 Characters and Spaces) (Required)   Play to add +2 Str to any attack from a concealed or rear position. Can only be played if the attacker is unseen.

Why should this card be in the game: (Required)   There are few very few if any cards in game that utilize a characters hide ability in a combat situation. Given vermites propensity to hide I figured it was a good link. The card could either be universal or vermite, or cheaper for vermites as ideas.

The card is essentially a boosted strike but one extra damage due to its needed limitation.

I have read and accepted the Legal Stuff: (Required)   yes

Dirty Rat

Your Name: (Required)   Troy Davis

Your Email: (Optional)   Mstrkhan2001@yahoo.com

Guild Number: (Optional)   176

Is this a Revised Card? (Optional)   

Card Title: (Required)   Dirty Rat

Card Points: (Required)   3

Card Stats: (Required) +3str

Card Type and Timing: (Required)   Universal ace (or vermite only?)

Card Text (Max 200 Characters and Spaces) (Required)   Play to add +3 str to any attack from a character that is concealed or attacking from the rear.

Why should this card be in the game: (Required)   There are few very few if any cards in game that utilize a characters hide ability in a combat situation. Given vermites propensity to hide I figured it was a good link. The card could either be universal or vermite, or cheaper for vermites as ideas?

Is essentially a vigorous strike with additional back stab damage and the limitation of being required that the attacker is hidden in some fashion.

It is the larger version of the low down rat card.
I envision both of them being usable for melee and ranged (short range) or just melee.

I have read and accepted the Legal Stuff: (Required)   yes

Astronomy and Navigation

Your Name: (Required)   mike houk

Your Email: (Optional)   2mihailis@gmail.com

Guild Number: (Optional)   134

Is this a Revised Card? (Optional)   

Card Title: (Required)   Astronomy and Navigation

Card Points: (Required)   1

Card Stats: (Required) No stat changes

Card Type and Timing: (Required)   Universal knowledge ace  0/V

Card Text (Max 200 Characters and Spaces) (Required)   Success on +1+WIS vs GM difficulty allows PC to use this knowledge to accomplish tasks if GM agrees. Adds +6 to exploration rolls and any other bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.

Why should this card be in the game: (Required)   Because it’s a neat body of knowledge that can be observational and has been used by clever folks to do everything from coordinate hunting and planting to crossing open seas.

And because I can maybe in the process commission a print of my characters looking up at the twin moons of Grandilar  on a beautifully clear winter night…maybe with Aligata looking at one of them thru a spyglass and a tantalizing inset of what she sees…hmmmm?  

By the way and one more thing...this is a very generic wording for knowledge aces that uses 231 characters and can be easily modified by card title and a few changed words.  Y'all feel free to adapt this to other bodies of knowledge if y'all like it...I will be. ;)

I have read and accepted the Legal Stuff: (Required)   yes

Natural History and Natural Philosophy

Your Name: (Required)   mike houk

Your Email: (Optional)   2mihailis@gmail.com

Guild Number: (Optional)   134

Is this a Revised Card? (Optional)   

Card Title: (Required)   Natural History and Natural Philosophy

Card Points: (Required)   1

Card Stats: (Required) No stat changes

Card Type and Timing: (Required)   Universal knowledge ace  0/V

Card Text (Max 200 Characters and Spaces) (Required)   Success on +1+WIS vs GM difficulty allows PC to use the player’s knowledge of science to accomplish tasks if GM agrees the RP fits Grandilar. Adds any bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.

Why should this card be in the game: (Required)   Because every science nerd will want one…?

I would hope the challenge of roleplaying your character knowing this would be fun for those of us who would try to get science based metagaming  into the game legitimately if the opportunity knocked.

And by the way and one more thing...this one is even more generic at 238 characters.  Feel just as free with this one

I have read and accepted the Legal Stuff: (Required)   yes

Mathematics and Engineering

Your Name: (Required)   mike houk

Your Email: (Optional)   2mihailis@gmail.com

Guild Number: (Optional)   134

Is this a Revised Card? (Optional)   

Card Title: (Required)   Mathematics and Engineering

Card Points: (Required)   1

Card Stats: (Required) No stat changes

Card Type and Timing: (Required)   Universal knowledge ace  1/V

Card Text (Max 200 Characters and Spaces) (Required)   Success on +1+WIS vs GM difficulty allows PC to use PLAYER’S knowledge of this field to accomplish tasks if GM agrees the RP fits Grandilar. Adds any bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.

Why should this card be in the game: (Required)   And this is the most generic wording i can come up with, at 238 characters.  Completely generic to the title of the card.  Have fun if you like the concept.

For those wondering about the timing, i consider it inherent in how timing is defined in the rules.  V is entirely up to the GM and the reasonableness of the situation...and as "reasonable" is subject to rule 3.4...

And one more thing and by the way, speaking of timing, I think i submitted the other cards with 0/V timing. I think they should be 1/V.  This should require your action for as long as the GM thinks it should.  Just knowing something should probably be a O/F but current convention is 1/C.  I think timing should be more fluid depending on what one is trying to accomplish, but it is good to have some duration to allow more than one tidbit per card.  Open to discussion per email if anyone is interested.



I have read and accepted the Legal Stuff: (Required)   yes