Magical creatures can spend their CPs on the normal skills (unless specified otherwise in the Skill Table section). However they can also buy the following additional skills:
The creature has a particular affinity to trees. If they touch a tree continuously for 30 seconds, it heals all damage they have sustained.
This only applies to Wood Sprites.
The creature is particularly apt at using Lightning. Any direct damage Air spell they do does 1 extra damage (e.g. Air Blast). They also do 1 point of Lightning Damage with any weapon (including their Claws), which stacks with any Storm Hand.
This only applies to Air Sprites.
The creature is particular apt at using Fire. Any direct damage Fire spell they do does 1 extra damage (e.g. Fire Dart & Combust). They also do 1 point of Fire Damage with any weapon (including their Claws), which stacks with any Flame Blade (excluding their Claws).
This only applies to Fire Sprites.
The creature gains the ability to use the spell at will. As with the usual method of learning spells, lower level ones must be learnt before higher level ones.
This only applies to Earth/Air/Fire/Water Elementals and Demon/Devil/Angels.
Example: Earth Elemental
Endurance 6: 2 (Endurance 3) + 4 (Endurance 6) = 6 Points
The creature gains the ability to use the miracle at will. As with the usual method of learning spells, lower level ones must be learnt before higher level ones.
This only applies to Demon/Devil/Angels.
Example: Demon
Drain Wounds 9: 5 (Drain Wounds 4) + 10 (Drain Wounds 9) = 15 Points
Chaos Blade 4: 5 (Chaos Blade 1) + 10 (Chaos Blade 2) + 15 (Chaos Blade 3) + 20 (Chaos Blade 4) = 50 Points.
This will allow the Demon to cause Chaos 4 damage with any weapon they picks up, though for every 15 minutes the weapon is held, it will be damaged until it breaks.
This is the same as the Chaos Blade Chaos Miracle and bought using the same rules above for Innate <Path> Miracles.
The crearure can only deal this damage with his hands. To be able to cause Chaos damage through any weapon, Chaos Blade must be bought as an Innate Chaos Miracle using the rules above.
This only applies to Demons.
Example: Demon
Disruptive Touch 2: 5 (Disruptive Touch 1) + 10 (Disruptive Touch 2) = 15 Points
The creature has a permanent Natural <School> Form running, this grants ALL the abilities of the Form, cannot be Dispelled and does not stack with any other Form.
This only applies to Earth/Air/Fire/Water Elementals.
The creature gains 1 point of Power Armour each time this skill is bought.
This only applies to Demon/Devil/Angels.
Wood Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Wood Sprites are only found near trees and normally only in woods.
Attribute | Value |
Rank | 4.3 – 20 |
Skill Table | Elf (Mage) |
Cannot learn any Armour, Religious or Manufacture skills | |
Learn Tree Miracles as if they were spells and use Mana | |
Life | 21 (21) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 10 (400) |
School | Tree, General |
Damage | Claw 2 |
Abilities | No Sight, No Dead Body, No Healing |
Claw Proficiency | |
Ambidexterity | |
Tree Affinity 1 use | |
Tree Blink 0 | |
Tree Merge (S) | |
Roleplaying | Wear green tabard and speak in a high squeaky voice |
Water Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Water Sprites are only found near large bodies of water, though they sometimes go travelling during a heavy rainstorm.
Attribute | Value |
Rank | 3.4 – 20 |
Skill Table | Elf (Mage) |
Cannot learn any Armour, Religious or Manufacture skills | |
Life | 21 (21) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 10 (400) |
School | Water, General |
Damage | Claw 2 |
Abilities | No Sight, No Dead Body, No Healing |
Claw Proficiency | |
Ambidexterity | |
Willpower 1 | |
Ice Dart 2 | |
Freeze (T) | |
Roleplaying | Wear blue tabard and speak in a high squeaky voice |
Air Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Air Sprites are the most common form of sprites and can be found almost anywhere, though they favour plains.
Attribute | Value |
Rank | 3.8 – 20 |
Skill Table | Elf (Mage) |
Cannot learn any Armour, Religious or Manufacture skills | |
Life | 21 (21) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 10 (400) |
School | Air, General |
Damage | Claw 2 Lightning 1 |
Abilities | No Sight, No Dead Body, No Healing |
Claw Proficiency | |
Ambidexterity | |
Blink 0 | |
Air Blast 2 | |
Shocking Grasp 4 | |
Lightning Affinity | |
Roleplaying | Wear yellow tabard and speak in a high squeaky voice |
Fire Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Fire Sprites are found near volcanic activity or large fires.
Attribute | Value |
Rank | 3.8 – 20 |
Skill Table | Elf (Mage) |
Cannot learn any Armour, Religious or Manufacture skills | |
Life | 21 (21) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 10 (400) |
School | Fire, General |
Damage | Claw 2 Fire 1 |
Abilities | No Sight, No Dead Body, No Healing |
Claw Proficiency | |
Ambidexterity | |
Fire Dart 2 | |
Destroy (T) | |
Fire Affinity | |
Roleplaying | Wear red tabard and speak in a high squeaky voice |
Earth Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Earth Sprites are usually found in hilly, rocky terrain, though they can travel anywhere.
Attribute | Value |
Rank | 7.8 – 20 |
Skill Table | Human (Mage) |
Cannot learn any Armour, Religious or Manufacture skills | |
Life | 30 (30) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 5 (200) |
School | Earth, General |
Damage | Claw 3 |
Abilities | No Sight, No Dead Body, No Healing |
Claw Proficiency | |
Ambidexterity | |
Strength | |
Iron Skin 2 | |
Warp (T) | |
Mend (T) | |
Roleplaying | Wear grey tabard and speak in a high squeaky voice |
Iron Sprites are magical creatures, closely related to Elves. They are normally harmless, unless their element is threatened, though they do have a ‘unique’ sense of humour.
Iron Sprites are closely related to Earth Sprites and are found in roughly the same places, though only where there are large deposits of metal
Attribute | Value |
Rank | 16.7 – 20 |
Skill Table | Human (Mage) |
Cannot learn any Armour, Religious or Manufacture skills | |
Life | 45 (45) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 3 (120) |
School | Earth, General |
Damage | Claw 4 |
Abilities | No Sight, No Dead Body, No Healing |
Claw Proficiency | |
Ambidexterity | |
Double Strength | |
Iron Skin 4 | |
Warp (T) | |
Mend (T) | |
Roleplaying | Wear brown tabard and speak in a high squeaky voice |
Earth Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Earth Elementals are usually found near large outcroppings of rock, quarries, underground etc.
Attribute | Value |
Rank | 19.8 – Any |
Skill Table | Large Humanoid (Mage) |
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills | |
Enhance Mana is 1 | |
Strength, Toughness at half cost | |
Life | 90 (120) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 10 (400) |
School | Earth |
Damage | Fist 10 (not soft) |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing |
Ambidexterity | |
Double Strength | |
Toughness 4 | |
Permanent Natural Earth Form (DR 8, Fist 8, Immune to Grip & Warp, Innate spells cost 1 less Mana) | |
Roleplaying | Wear grey face-paint and grey tabard |
Air Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Air Elementals are usually found at the tops of hills/mountains or in the middle of large open plains.
Attribute | Value |
Rank | 10.4 – Any |
Skill Table | Elf (Mage) |
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills | |
Life | 45 (45) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 15 (600) |
School | Air |
Damage | |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing |
Ambidexterity | |
Innate Float (S) | |
Innate Storm Hand 2 | |
Permanent Natural Air Form (DR 8, 4 uses per day Piercing Air Blast/Air Bomb, Immune to Air Blast & Shocking Grasp, Innate spells cost 1 less Mana) | |
Roleplaying | Wear yellow face-paint and yellow tabard |
Fire Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Fire Elementals are usually found near volcanos, thermal vents etc.
Attribute | Value |
Rank | 9.2 – Any |
Skill Table | Elf (Mage) |
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills | |
Life | 45 (45) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 12 (480) |
School | Fire |
Damage | Fire 8 |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing |
Ambidexterity | |
Innate Destroy (T) | |
Permanent Natural Fire Form (DR 8, Fire 8, Immune to Fire Dart, Combust, Glowing Mark & Flash, Innate spells cost 1 less Mana) | |
Roleplaying | Wear red face-paint and red tabard |
Water Elementals are fairly simple minded, magical creatures bound to the world. They usually remain hidden in their element, unless it is threatened.
Water Elementals are usually found on/near rivers, lakes and seas.
Attribute | Value |
Rank | 9.2 – Any |
Skill Table | Large Humanoid (Mage) |
Cannot learn any Weapon, Armour, Medical, Magical (excluding Enhance Mana), Religious, Subterfuge or Manufacture skills | |
Enhance Mana is 1 | |
Strength, Toughness at half cost | |
Life | 60 (90) |
DT | N/A |
Standing | 0 (N/A) |
Path | N/A |
Mana | 10 (400) |
School | Water |
Damage | |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Dead Body, No Healing |
Ambidexterity | |
Innate Rust (T) | |
Permanent Natural Water Form (DR 8, Immune to Ice Dart, Freeze, Command, Suggestion, Charm & Trip, Innate spells cost 1 less Mana) | |
Roleplaying | Wear blue face-paint and blue tabard |
Demons are extra-planar creatures from the Plane of Chaos. They are only encountered in the Kingdom if they have been summoned by a Demonologist, managed to travel through a rift in the planes or appearing if they are doing the bidding of the gods.
Demons are are not necessarily evil, but are always at least mischievous. Once summoned, their main aim is to cause as much havoc as possible, though the strongest may have longer term goals, such as taking over an area for themselves.
Demons can ONLY cast from one School of Magic and this designates their type:
Demons MUST keep back Mana equal to their Rank or they will instantly return to the Plane of Chaos.
Demons cannot receive Life or Wounds healing, but their Life (only) can be healed by the Chaos Lace miracle and correspondingly Order Lace will cause the equivalent Life Point damage.
Attribute | Value |
Rank | 0.8 – Any |
Skill Table | Demon |
When casting miracles they take no damage, hence they do not need the Create Holy Symbol skill | |
Life | 45 (70) |
DT | N/A |
Standing | 10 (400) |
Path | Chaos |
Mana | Equal to Rank (200) |
School | Fire, Earth, Air, Water, General, Light, Dark, Spellsword |
Damage | Claw 2 |
Abilities | No Sight, No Mental, No Sleep, No Dead Body, No Healing (except Chaos Lace) |
Claw Proficiency | |
Ambidexterity | |
Roleplaying | Wear demon mask |
Devils are extra-planar creatures from the Plane of Order. They are very seldom encountered in the Kingdom as they cannot be summoned, only occasionally travelling through rifts in the planes or appearing if they are doing the bidding of the gods.
Devils are always lawful, but usually evil. They will refrain from acts of random violence and destruction, but will attack if necessary for their goals.
Devils can ONLY cast from one School of Magic.
Devils MUST keep back Mana equal to their Rank or they will instantly return to the Plane of Order.
Devils cannot receive Life healing, but their Life (only) can be healed by the Order Lace miracle and correspondingly Chaos Lace will cause the equivalent Life Point damage.
Attribute | Value |
Rank | 0.8 – Any |
Skill Table | Demon |
When casting miracles they take no damage, hence they do not need the Create Holy Symbol skill | |
Life | 45 (70) |
DT | N/A |
Standing | 10 (400) |
Path | Order |
Mana | Equal to Rank (200) |
School | Fire, Earth, Air, Water, General, Light, Dark, Spellsword |
Damage | Claw 2 |
Abilities | No Sight, No Mental, No Sleep, No Dead Body, No Healing (except Heal Wounds or Order Lace) |
Claw Proficiency | |
Ambidexterity | |
Roleplaying |
Angels are extra-planar creatures from the Plane of Life. They are very seldom encountered in the Kingdom as they cannot be summoned, only occasionally travelling through rifts in the planes or appearing if they are doing the bidding of the gods.
Angels are always good and will never attack unless in self-defence. They may well offer their services, such as healing to other good individuals and even beneficial defense/attack spells and miracles if the cause is for the greater good.
Angels can ONLY cast from one School of Magic.
Angels MUST keep back Mana equal to their Rank or they will instantly return to the Plane of Life.
Angels cannot receive Wounds healing, but their Life (only) can be healed by the Life Lace miracle and correspondingly Death Lace will cause the equivalent Life Point damage.
Attribute | Value |
Rank | 0.8 – Any |
Skill Table | Demon |
When casting miracles they take no damage, hence they do not need the Create Holy Symbol skill | |
Life | 45 (70) |
DT | N/A |
Standing | 10 (400) |
Path | Life |
Mana | Equal to Rank (200) |
School | Fire, Earth, Air, Water, General, Light, Dark, Spellsword |
Damage | Claw 2 |
Abilities | No Sight, No Mental, No Sleep, No Dead Body, No Healing (except Heal Life or Life Lace) |
Claw Proficiency | |
Ambidexterity | |
Roleplaying |