0% found this document useful (0 votes)
959 views160 pages

Solar Corebook

This document provides an overview and rules for SOLAR, a live action fantasy gaming organization. SOLAR stands for Southern Organization for Live Action Re-enactments. It describes the fantasy world of Clanthia and Shadowmoor, health and combat rules, and types of magic like battle magic from memory, formal magic, and magic items. The document is intended as a guide for new players to understand SOLAR's live action roleplaying system and safety guidelines.

Uploaded by

Jand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
959 views160 pages

Solar Corebook

This document provides an overview and rules for SOLAR, a live action fantasy gaming organization. SOLAR stands for Southern Organization for Live Action Re-enactments. It describes the fantasy world of Clanthia and Shadowmoor, health and combat rules, and types of magic like battle magic from memory, formal magic, and magic items. The document is intended as a guide for new players to understand SOLAR's live action roleplaying system and safety guidelines.

Uploaded by

Jand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SOL A R

Live Action Fantasy Gaming

WEB PAGE
P DF
"SOLAR" is the trademark of Southern Organization for Live Action Re-
enactments, Incorporated
The SOLAR Text Version 2.0 ©2006 by SOLAR, Inc.

No part of this book may be reprinted or otherwise re-transmitted in any form


without the expressed, written consent of SOLAR, Inc.

Version 2.0 Rules by:

Scott Neeley
Chad Tenpenny
Pontus Leander
Daniel Cook
Tom Bates
Will Knight

Edited by:
Scott Neeley
Daniel Cook

Special thanks to all those who have contributed to this organization, those who
have been with us through the best and worst of times, and those that could no
longer be with us to share our little dream.
You won’t be forgotten.

-the Staff

PLEASE NOTE: An updated version of the rules will be uploaded soon


and be available for you to download as a PDF file. I was asked by
many players to post the current rules version for them to view. So
here it is. Please keep in mind that quite a few rules have been changed
this past year so you may find some rules conflict with the way we are
currently playing. Sorry for the confusion, it will be updated soon. I
figured something was better than nothing.

Scott
The SOLAR
Adventurer's Guide
WELCOME TO SOLAR ...................................................................................................................1
LIVE ACTION FANTASY GAMING .......................................................................................... 2
What is SO LA R ? Who is SO LA R ? ..................................................................................... 2
EXPENSES FOR PLAYERS ....................................................................................................... 3
Event Participation ........................................................................................................... 3
Food .................................................................................................................................. 3
Game Supplies .................................................................................................................. 3
GETTING TO WEEKEND EVENTS ............................................................................................. 4
Site Locations.................................................................................................................... 4
Packing for a SOLAR Event ............................................................................................ 4
AT THE EVENT ....................................................................................................................... 7
First Timers....................................................................................................................... 7
Navigating Logistics and Checking In.............................................................................. 8
Typical Weekend Schedule................................................................................................ 9
Out of Game/Play ............................................................................................................. 9
RULES OF CONDUCT ............................................................................................................ 11
The SOLAR Code of Conduct .......................................................................................... 11
Safety Rules ..................................................................................................................... 11
Player Responsibilities.................................................................................................... 12
THE FANTASY WORLD OF SOLAR ..........................................................................................14
CLANTHIA............................................................................................................................ 15
The History of Clanthia .................................................................................................. 15
The Baronies ................................................................................................................... 16
The People....................................................................................................................... 16
The Local Customs.......................................................................................................... 17
The Guilds ....................................................................................................................... 18
SHADOWMOOR .................................................................................................................... 19
The Oasis......................................................................................................................... 19
The History of The Oasis ................................................................................................ 19
The Towns ....................................................................................................................... 20
The People....................................................................................................................... 20
The Local Customs.......................................................................................................... 20
The Guilds ....................................................................................................................... 21
THE GAME SYSTEM OF SOLAR................................................................................................
SOLAR 22
HEALTH AND LIFE ............................................................................................................... 23
Life Force........................................................................................................................ 23
Hit Points ........................................................................................................................ 23
Health Status ................................................................................................................... 24
About Death and Resurrection........................................................................................ 25
COMBAT .............................................................................................................................. 27
Combat Safety Rules ....................................................................................................... 27
Rules of Offense .............................................................................................................. 28
Combat Rules Violations................................................................................................. 29
BATTLE MAGIC (FROM CASTER'S DAILY MEMORY) .............................................................. 31
Casting Magic ................................................................................................................. 31
Daily Spell Memorization ............................................................................................... 32
Schools of Magic............................................................................................................. 32
Spell Attributes................................................................................................................ 40
Celestial Spell Descriptions............................................................................................ 41
Earth Spell Descriptions ................................................................................................. 56
Wearing Active Spells ..................................................................................................... 80
FORMAL MAGIC .................................................................................................................. 81
Using Formal Magic....................................................................................................... 81
The Outcome of a Formal Ritual .................................................................................... 82
Formal FAQs .................................................................................................................. 84
MAGICAL PRODUCTION ....................................................................................................... 86
Potions ............................................................................................................................ 86
Scrolls.............................................................................................................................. 86
Casting Magic From Items ............................................................................................. 86
POISON PRODUCTION .......................................................................................................... 88
Creating & Using Poisons .............................................................................................. 88
Poison Descriptions ........................................................................................................ 89
ALCHEMY PRODUCTION ...................................................................................................... 92
Creating & Using Alchemical Solutions......................................................................... 92
Alchemical Solution Descriptions................................................................................... 92
TRAP PRODUCTION .............................................................................................................. 95
Creating & Using Traps ................................................................................................. 95
Trap Descriptions ........................................................................................................... 96
MONSTERS ........................................................................................................................... 98
Special Attacks By Monsters........................................................................................... 98
Monster Ability Descriptions ........................................................................................ 100
STEALING AND SEARCHING ............................................................................................... 103
ENFORCING GAME RULES ................................................................................................. 105
Marshals........................................................................................................................ 105
Rules for Marshals ........................................................................................................ 105
Types of Marshals ......................................................................................................... 105
Cheating ........................................................................................................................ 106
Disciplinary Actions...................................................................................................... 107
CHARACTER CREATION AT SOLAR.....................................................................................
SOLAR 108
CLASSES ............................................................................................................................ 109
Fighters ......................................................................................................................... 109
Scholars......................................................................................................................... 110
Templar ......................................................................................................................... 110
Rogues........................................................................................................................... 110
Class Hit Point Maximums ........................................................................................... 111
RACES ................................................................................................................................ 112
The Humans of Tyrra .................................................................................................... 112
The Dwarven Races ...................................................................................................... 113
The “Little” People....................................................................................................... 114
The Elven Race ............................................................................................................. 115
The Fey Races ............................................................................................................... 118
The Goblinoid Races..................................................................................................... 121
The Bestial Races .......................................................................................................... 122
The Otherworldly Races ............................................................................................... 123
Race Make-up and Costume Requirements .................................................................. 124
SKILLS ............................................................................................................................... 126
Skill Costs...................................................................................................................... 126
Weapon, Combat, & Stealth Skills................................................................................ 129
Knowledge and Trade Skills ......................................................................................... 135
Magic Skills................................................................................................................... 137
Production Skills ........................................................................................................... 140
Abilities ......................................................................................................................... 140
CHARACTER DEVELOPMENT AT SOLAR ...........................................................................144
GAINING NEW SKILLS ....................................................................................................... 145
Experience Points ......................................................................................................... 145
Goblin Points ................................................................................................................ 145
Build Points................................................................................................................... 145
Build Blanket................................................................................................................. 146
CHARACTER HISTORY ....................................................................................................... 147
EQUIPPING YOUR CHARACTER.......................................................................................... 148
Wearing Armor ............................................................................................................. 148
Making Your Own Weapons ......................................................................................... 149
Making Your Own Shield .............................................................................................. 152
GETTING INVOLVED .......................................................................................................... 154
Welcome to
SO L A R
• Here at SOLA R you role-play as the character you have always imagined,
with another 150 players who enjoy gaming as much as you do. You have
the chance to become your character from Friday evening around 9pm till
Sunday afternoon at 4pm. As you will find, there will be ample time to
explore and expand your character’s personality while living in the SOLAR
fantasy world.
• We encourage players to stay “in character” the entire event, however
there are times you will be out-of-play - spell reset for example. In play
means you are acting as your character and should behave as your
character would, such as eating in the tavern to learning spells from a
Guildmaster. Out-of-play is when you are not interacting with the game as
your character and instead setting up for play, talking with marshals, etc.
It is vital that when out-of-play, you be silent and respectful of the game
environment, making yourself as inconspicuous as possible. Do what it
takes to get back in-play as soon as possible and join the fun that is Live
Action Fantasy Gaming.
After creating your character and unpacking your belongings, return to the
tavern for opening ceremonies at 9pm Friday night. Immediately after opening
ceremonies is a mandatory safety course that you must attend. This is where you
receive your character’s starting money. I remember how eager I was making my
first character so long ago, so I will leave you now so that you can go on reading
the rules to begin your own adventure. If you have any questions not answered
by this book – please do not hesitate to ask me for help.

Welcome to SOLA R .
-Scott Neeley, proud owner of this wonderful game.
LIVE ACTION FANTASY GAMING

WHAT IS SOLA R ? WHO IS SOLA R ?


These are questions that you have probably asked at some point, or will be asked of by others.

SOLA R is a live fantasy based action game…


…much like medieval reenactments, in which members meet and, under supervision of staff
members and storytellers, act out roles of characters. SOLA R fosters teamwork, critical
thinking, and problem solving skills in addition to physical exercise. We are just as much a
sport as a community, encouraging and environment of honesty, courtesy, and intelligence
from all our members.

SO L A R is also a club…
Players and staff do their part to monitor themselves and one another to ensure the safety and
integrity of everyone involved. We volunteer at State Parks, we respect our natural resources,
and we look out for one another's safety and well being. To be an active member of SOLAR
means to respect and enforce the rules, keep our campsites clean and reusable, all the while
looking out for the welfare and safety of others. Inside this rulebook you will find everything
necessary to be an informed member of the game, from characters to campsite advice. If you
ever have questions about this organization, find our web site at [Link] and ask.

2 - Welcome to SOLAR
EXPENSES FOR PLAYERS

EVENT PARTICIPATION
Registration Fees as of 2006
2006
Playing and sleeping in camp bed $45.00
Playing without a camp bed $40.00
Full-time Monster with camp bed $20.00
Full-time Monster without camp bed FREE
For a four-day event, please add $ 5.00

Cabin Assignments
At most SOLA R sites, each cabin typically sleeps four to five people at one time. Cabins are
assigned on a first pay, first serve basis. (At some sites such as those used in winter, cabins
assignments are very different.)
If a group of people wishes to stay together, they should send all their money in one envelope
stating that they wish to share a cabin and their cabin preference, if any.
If a player is a member of one of the guilds, he may want to check with the guild
master/mistress to see if there is any room in the guild for him to sleep.

Pre-
Pre-registration
You may pre-register by the following method. 1) Pay at the event prior to the one you wish
to pre-register for.

FOOD
We do have a full service tavern to serve food and drink almost 24 hours a day. The
cost varies but is usually around 4-6 dollars a meal.

GAME SUPPLIES
Things you may want to purchase once you get to an event:
Your own Rulebook $20
Make-up $10-$30 (Human characters don’t require makeup)
Skill Rings, White headbands, Ward Keys $2-$5
Costuming $20 and up!
` SOLA R safe weapons $10-$30
Spell Book, Focus and Miscellaneous gaming needs $15-$25

Welcome to SOLAR - 3
GETTING TO WEEKEND EVENTS

SITE LOCATIONS
Hard Labor Creek State Park
SOLA R’s primary site is Hard Labor Creek State Park, Camp Rutledge. It is located just
outside Rutledge, Georgia. We usually have events there at least once a month during the
months April thru November. The Campaign that uses Hard Labor Creek the majority of the
time is the Clanthian Campaign, which has been running monthly sessions there since 1991.

Indian Springs State Park


SOLA R’s winter site is Indian Springs State Park. It is located just outside Jackson, Georgia.
Clanthian events are located at this site from November thru March due to the heated cabins
offered at this location.

Kings Mountain State Park


SOLA R also uses a site located near Kings Mountain, South Carolina. It is called Kings
Mountain State Park, Camp York (or Camp Cherokee). We use this site exclusively for our
Shadowmoor Campaign, and have events there monthly from April thru November.

Mississippi Parks
SOLA R also has a chapter called Cerroneth in Mississippi, which is operated by local people
from that State. While not staffed by SOLA R volunteers, they still offer full character transfers
from any of our chapters, and SOLAR offers transfers from that chapter to any of our
campaigns. I encourage anyone in that area to give this growing chapter a try. They use many
sites located through out the State, so be sure to check our web page for site location changes:
[Link]

PACKING FOR A SOLAR EVENT


What to Bring
For your first few events, only bring the bare necessities. After a few events, you may come
up with interesting ideas for your character’s costuming, cabin decorations, or other supplies
that would make the game better. To start, the following is a time-tested checklist to consider:

Out-of-Game Clothes (Type depends on the season)


Sleeping Bag/Bedding/Pillow(s)
Lantern/Flashlight
Toiletries (We have bathrooms, but bring your own toilet paper - just in case)
Eating Utensils
Food/Snacks/WATER
WATER
Pencil/Pen and Paper
Mirror
Garbage Bags (Not only to keep the cabin clean but to keep things dry)
Emergency Items
Small First Aid Kit
Medicine

4 - Welcome to SOLAR
Matches/Lighter
Extra Batteries
Hygiene products
Game Items (All in-game items must be in-play at every event)
In-game Money
Spell Book
Rune Book
Poison Book
Magic Items
Formal Magic Components
White Head Band
Tools and Supplies (To repair phys reps and decorate cabins)
Cloth for Spell Packets
Bird Seed
Duct Tape
Electrical Tape
Pipe Foam
Scissors
Hammer/Nails/Thumbtacks
Costuming
Armor
Jewelry
Weapon(s)
Belt
Pouch(s)
Cloak
Makeup (including ears)
Spirit Gum
Cabin Decorations
Rugs
Tapestries
Curtains

An old game veteran trick is to keep most of your SOLA R stuff in a duffle bag or trunk
between events. This decreases both packing time and chance of forgetting something you
need!

What Food to Bring


Although there is a tavern that serves meals and other places that serve drinks and snacks, it is
the responsibility of each player to bring enough food for himself for the event or enough real
money to purchase food at the tavern.
It is a good idea to have some pre-packaged food for those eat-and-run times as well as some
food that requires some preparation for true sustenance. Spell-reset is a great time for a
cookout.
Bring your own dishes from home, if you can, especially if you have something particularly
"period" like large, metal platters and wooden tankards. There are plenty of facilities for
cleaning them afterwards. Also, make certain any trash you have left over ends up in the
dumpster and not left in your cabin nor the bathhouse trash containers. Your group can have
its own feast if you like, talk to staff on how to organize one.
Food suggestions: precooked cold chicken, bread, cheese, beef jerky, apples, crackers, beanie
weenies, MRE's - stuff you can eat. And always bring bottled water to drink!

Welcome to SOLAR - 5
What NOT to Bring to any SOLA R event
Due to restrictions at the State Parks, as well as rules of the organization, there are several
items you should not bring to the weekend:
Tents - they are not allowed in the group campgrounds
Firearms - even if you have a permit to carry
Alcohol - even if you are old enough to drink
Fireworks and other explosives
Stereos - if you intend to play anything other than period music. No loud, modern
soundtracks
Electrical heaters or air conditioner units
A bad attitude - come enjoy your weekend with us and leave your real-life stresses at the
door!

6 - Welcome to SOLAR
AT THE EVENT
FIRST TIMERS
If you have never been to a SOLA R event, try to make it onto site before 9:00pm on Friday
night. This way, you will have ample time to get registered and settled in before the game
begins. Below is a list of procedures to best get started.

First, find the tavern!


The tavern is the largest building on site, somewhere in the middle of the camp. There are
always lights on there and it should be the most crowded with people. Once inside, there will
be a table somewhere near the door where you check in. (Look for the cash register) At the
check-in counter is where you pay, receive your cabin assignment, paid chit, and get answers
for any initial questions or concerns you (if over 18) or your legal guardian may have.

Next, find logistics!


At the back of the tavern is logistics, which is where you go once you have checked in. This is
where you make your character and collect all necessary skill tags and other information
necessary for you to play the game. It is necessary you bring a legal ID, for you or your legal
guardian will need to sign a legal release form - while we do everything possible to maintain
one another's safety, we're still outdoors! If you are new, there will always be someone waiting
for you to help design your character and get you started.

Then go unpack!
Double check to make sure you have your paid chit, which will have you cabin or bed number
written on it. Feel free to drive directly to your cabin if it is before midnight on Friday. After
this, there will be too many players walking around as their characters, and we ask you do not
drive beyond the parking area. Once you have found your cabin, find your bed and get
unpacked. This is a great time to meet your cabin mates and others in the area, as well as
locating the nearest bathroom and showering facility.

Don’t Miss Opening Ceremonies!


Park your car in the parking area. Never,
Never ever leave a car in front of a cabin during game
hours – this can cost you build! Once parked, be back in the tavern by 9:00pm Friday night
for introductions from the staff, game news, and important announcements. Immediately
following opening ceremonies is the New Player meeting where rules are discussed, a
mandatory safety course is administered, and any new questions may be answered. This is a
good time to get your armor evaluated and your weapons checked for safety.

Now go have fun!


The event begins immediately following opening ceremonies. It runs all weekend long until
Sunday at 4:00pm, at which time we go "out-of-play" and begin cleaning the site. Remember
you are staying on a State Park, a limited resource that we must protect - so always make sure
you leave your sleeping area a little cleaner than how you found it. Clean your cabin and
surrounding area, pack your belongings, and turn in your paid/work chit and life tag at the EP
box located at the tavern. Remember to have all this done by no later than 6:00pm on
Sunday night, this ensures the SOLA R staff will have enough time to finish cleaning the site.

In case anyone needs to get in touch with you!


There is usually a pay phone in the tavern for anyone's use, and its number is readily available.
Messages can be taken for players, however sometimes it is difficult to find individuals amidst
an active event. If you would like to keep in touch with home, or you have a legal guardian
that wishes you to get in touch, the phone is available all weekend.

Welcome to SOLAR - 7
NAVIGATING LOGISTICS AND CHECKING IN
About Daily Logistics
The function of daily logistics is for the distribution, maintenance, and replacement of
materials required for the game to perform. Beginning around 6:00 p.m. on Friday night and
lasting until after midnight, this section of daily logistics is typically known as “Check-in” and
occurs at the tavern. Many items of business are accomplished during these hours, most
notably however are paying for an event, checking in and updating your character, receiving
your daily spell/skill tags, and listening to opening ceremonies, where a great deal of important
in and out-of-play information can be gathered.

Check-
Check-In
So you’ve found logistics, paid for your weekend and parking pass, and now need to check-in.
If this is your first time, our logistical staff will guide you through the check-in process – get in
the appropriate line with the sign noting “New Characters”. If you have played recently, you
should have turned in an envelope containing your life tag, paid chit, and a slip of paper
noting what you would like to purchase with the build acquired at the event – if this is so,
then you should have an envelope waiting for you containing your Life Ticket, Body Tags, and
Daily Spell/Skill Cards when you pay for your weekend. Should you not have an envelope
waiting for you, get in the appropriate line(divided into the two halves of the alphabet by your
last name) and our logistical staff will find your character in manually update you so that you
can walk away from the check-in table with the aforementioned items. Note that Friday tags
and cards are off-white while Saturday tags/cards are green.

Daily Tags/Cards
Having already received your daily spell/skill cards, you must now fill them out with the
appropriate amount of spells/skills that your character possesses. Some skills and spells require
individual tags that will be asked for in the course of the game, these include(but are not
limited to)all healing/chaos/necromancy spells, Life spells, Death spells, Imbue Death spells,
and all “stacking” of any kind. These spells/skills/abilities will be noted with “Tag Required”
on your card(s). In order to receive these tags, you must present the spell/skill cards that you
received at Check-In and a valid (stamped and signed) Spell Book card that contains the magic
you wish to memorize. After receiving your daily spell tags/cards, move on to the table
containing date stamps and proceed to date stamp each of your daily tags. Note that this
includes all daily skill tags, spell tags, body, life tag, and any daily magic item tags. As a note,
should you possess an Assassinate/Dodge you must choose which you would like to use that
day.

Saturday “Reset”
Saturday of daily logistics, typically referred to as “reset”, occurs between the hours of 5 and
7 p.m. At any point during this time spell casters are required to set aside a minimum of ten
minutes in order to study their spells while warriors and rogues must rest for the same period
of time to replenish their skills and/or work in their laboratories. In effect, this is the time
when players can get a bite to eat, return to their cabins to rest for a short period of time, and
to change out cards and tags to the color used for the rest of in-play, green if it is a typical
weekend.

Making Potions/Scrolls/Poisons/Alchemy
Production skills behave much the same as daily skill/spell tags do during the hours of logistics.
An appropriate production request form must be acquired from the request from table and
completed with the production you wish to create. An in-play monetary cost is required for
all production, and this along with your blue, signed skill tag (received when skill was
purchased), formula book (only if producing alchemy/poisons), and production request form
must be presented at the production table during logistics to obtain that which you created for
the weekend. The number of skill points used to create your production can be increased by

8 - Welcome to SOLAR
labs, which have a set number of users and must be found in game. If you are planning on
creating your production using a lab, be sure to bring the card for it to show the marshal.

Late Logistics/Check-
Logistics/Check-in
Late logistics is for those who arrive to the game after normal logistics hours are over. Just
remember that most logistics members are also players so please give them the common
courtesy to wait to ask assistance during a lull in the game or when they have free time. Late
logistics serves all the same functions as normal logistics, but in a much more limited capacity
due to lack of manpower during off-hours.

TYPICAL WEEKEND SCHEDULE


Friday
Check In 6:00pm – Midnight
Opening Ceremonies 11:00pm
In-Play 11:00pm

Sunday
Event ends 4:00pm Out-of-Play
Clean-up 4:00pm – 6:00 pm
Off Site 6:00pm

OUT OF GAME/PLAY
Players may be out-of-game; buildings and items may be out-of-play. This means that the
person or thing is not in the game world, and therefore, cannot affect nor be affected by
anyone or anything that is in-game/play, nor can an out-of-game player affect anyone or
anything that is in-game.
A player who is out-of-game must wear a white headband to signify he is out-of-game.
Anyone who is not wearing a white headband is in-play.
Certain buildings are always out-of-play and anyone in these buildings is out-of-game. A
person in an out-of-play building must have a good reason for being in there, it is not
permissible for a player to run into an out-of-play building to get away from someone or
something.
A person may take himself out-of-game at any time provided that doing so will not change the
course of action of other characters around him. For instance, if a group of monsters is
charging a character, the player of that character may not remove himself from the situation
by going out-of-game.

Out-
Out-Of-
Of-Play Buildings
Bath Houses - A player is out-of-game while in a bathhouse.
Plot Cabins - These are out-of-play and may only be entered by plot members. If anyone else
other than a plot member enters a Plot Cabin, his character sheet will be destroyed, and the
player may be asked to never play SOLA R again. SO STAY OUT!
Tavern - It is in-play although combat with monsters in the tavern may not be permitted at
some sites. If a player is being chased by a monster, he may not run into the Tavern and claim
that the monster cannot attack. If this occurs, the monster may find a marshal who will have
the player either give up his Life Ticket or fight the monster.
Armorsmiths - It is out-of-play until midnight on the first night of the event. This is due to
each player needing to go to the Armorsmiths to have his armor evaluated and have his

Welcome to SOLAR - 9
weapon inspected for safety. Afterwards, the Armorsmiths window is always in-play, and
armor may be purchased through it.

Acceptable Reasons to Go Out-


Out-Of-
Of-Game:
Going to the Bathhouse - A player going to the bathroom or to take a shower may take his
character out-of-play. No in-game items may be carried.
Medical Reasons - A player who has been physically hurt may take his character out-of-game
until he recuperates. If it is an emergency, the player should send for a marshal or medic.
Eating - Although it is discouraged, it is understood that some people do not want to be
disturbed by a Goblin while they are eating. Players are encouraged to eat in-play and handle
the consequences.
Sleeping with the Enemy – Sometimes bed space is limited and may cause the players of rival
characters to share a cabin. Since these characters would not sleep in the same cabin with each
other, it is permissible for them to sleep out-of-game. However, an individual’s character must
be somewhere at all times of the day and night – if a player is sleeping in a cabin out of play,
his character must be physically represented by a body-sized object, items showing that it is
the character(i.e. a tabard, a sash, etc.), tags, and all of the in-play belongings on the
character. Other in-play items not on the character must be stored in an in-play location,
elsewhere if necessary.

10 - Welcome to SOLAR
RULES OF CONDUCT
THE SOLAR CODE OF CONDUCT
SOLA R will neither permit any activity nor accept any suggestion which promotes the use of
any of the following: alcohol, drugs, hazardous or toxic materials, dangerous non-game
violence, damage to or theft of non-game items or property including personal physical
representations of in-game items, vandalism, pornographic materials, open and gross lewdness,
or any actions by an individual or group which demonstrates a wanton lack of respect for the
safety or security of the people, property or environment at any SOLAR event.
In addition, SOLA R rules prohibit any form of bigotry or discrimination against any individual
or group because of their out-of-game affiliations, including but not limited to: race, gender,
age, religion, ethnic background, ideology, sexual orientation, physical appearance, handicap,
or disability, or any other condition which may be part of a player's background, but not of
his character (e.g. it is permissible to hunt someone down for being a necromancer, vampire,
elf, etc., but it is not permissible to hunt someone down for being a woman, member of a
minority, minor, etc.)

SAFETY RULES
Medical Problems
Anyone taking medication under a physician's supervision or having a chronic medical
condition (i.e. allergy, drug sensitivity, etc.) should inform the SOLA R medical staff so that
this information will be available in case of an emergency. There is a form included with this
book for listing medical information. You are permitted to photocopy this form to turn in to
SOLA R . The SOLA R staff includes trained and certified/licensed emergency medical
personnel. They operate in full accordance with standard medical practices, and will maintain
full confidentiality. All players do reserve the right to refuse treatment, if preferred.

No Physical Contact
There is a no physical contact rule enforced at all SOLA R events. You are not allowed to touch
someone with anything other than a SOLA R approved weapon or spell pack. This means
HANDS OFF. Unless the other person agrees to it, no one is allowed to touch anyone, even
when using in game skills such as first aid.

Alcohol
Alcohol is not allowed at any SOLA R event, regardless of a player's age. Anyone caught with
alcohol or illegal drugs will be subject to immediate disciplinary action, ejected from the game,
and may never return to any SOL A R sponsored activity.

Fire
Candles and lanterns add to the atmosphere of the game and players are cautiously allowed to
use them for light sources at SOLA R events. However, no flame may ever be left unattended
for any reason. It must be extinguished before leaving the area.
Players are discouraged from using flashlights while adventuring and electric lights while in the
cabins, unless the white bulbs are replaced with red or yellow ones.

Headbands and Headgear


People frequently make headbands a part of their costume, but a player needs to keep two
things in mind:

Welcome to SOLAR - 11
A white headband signifies the player is out-of-game (see below) and is not able to interact in
any way with the game world.
An orange headband signifies the player has been given a special medical status by game
marshals. This player can role-play and interact with others in a role-playing setting, but can in
no way engage in combat. Spells he casts in combat are not effective, either. NEVER SWING
A WEAPON OR OTHERWISE ENGAGE IN COMBAT WITH A PERSON PERSON WEARING AN
ORANGE HEADBAND. Not even a waylay. If you have a reason for wearing an orange
headband at an event, you must report it to game marshals at Check-in.
Because of these two situations, a character's in-game headbands cannot be white or orange.

Real Weapons
If a player brings a real weapon into the game, he will be asked to put it away. Real weapons
may be used for decoration only and may not be carried around by a player. While they add
to game atmosphere, they also add a great deal to the danger. Therefore, we encourage their
use as a cabin decoration, but not as a personal one.

PLAYER RESPONSIBILITIES
Fair Play
Cheating in SOLA R is not the hardest thing in the world to do, but it takes a lot away from
the game. If you get hit by a spell, take the spell. If you get hit by a weapon, take the
damage. Surviving is not as important as playing fair.
Which as a matter of fact, some characters are remembered for years for their dramatic deaths
following their epic lives. The players have etched their way into the mythology of SOLA R .
And here, death is not always the end. The greater players, the ones who truly advance,
aren't cheaters. Just follow the rules and you'll be fine. Speaking of survival, known cheaters
make a lot of enemies and when the right people find out, are quickly ejected from SOLA R .
Please do not hesitate to report cheating offenses to marshals.

Smoking
Smoking is generally discouraged because it takes away from the atmosphere of the game. If
you have to smoke you may do so in permitted areas. You MUST police your butts, never
throw them on the ground. Those caught tossing butts or any trash upon the ground will find
severe repercussions brought against their characters or the players themselves.
Smoking in cabins is allowed provided all cabin mates agree.

Cleaning Up
Each player is expected to clean his cabin and the surrounding area before leaving site.
(SOLA R takes pride in leaving the sites cleaner than when we arrived) All trash must be taken
to the dumpster, not left in the cabin or placed in the bathhouse trashcan. If the SOLA R staff
must clean a cabin, each player who stayed in the cabin will be fined $5.00. All Experience
Points that a player has turned in will be forfeit. If a player leaves a messy cabin and turns in
no Experience Points, he will forfeit his Build Blanket as well as one life from his character
sheet. In addition, after the second such sanction against a player, the player will no longer be
allowed to stay in a cabin at a SOLA R site.

Lost and Found


SOLA R is not responsible for anything left on site. All items that are unclaimed when the staff
leaves the site become the property of SOLA R .
Property labeled with the player's name will be returned, but costumes, weapons, and other
phys-reps will be given to the Props Committee or will be disposed of; too much stuff gets left
behind to carry to and from events.

12 - Welcome to SOLAR
Costuming
Costuming is very important to the game environment. A good costume can make the
difference between a good player and a great one. As you will see, there are some really nice
costumes in play and add more to the atmosphere of the game than you can imagine. A good
costume does not have to be an expensive one. A pair of plain pants, stretch pants, or tights
and a long shirt belted at the waist and worn with leather boots or moccasins works fine and is
relatively inexpensive. Avoid outwardly displaying any religious symbols as there is no religion
in SOLA R .
Your costume will most likely evolve as you continue to play the game. If you don't have a
full costume at your first few events, don't worry, very few people start with full costumes.
However, you really should try to have something period-looking by your third event. For
exceptional efforts at costuming, there is even an armor bonus one can get (See the Armor
Rating System). Most veteran players are a good source of information. If you need help with
your costume, please ask.

Anachronisms
Players should make sure costumes display no obvious anachronisms such as, jeans, sports
shoes, sunglasses, watches, t-shirts, etc. Players should also leave soda cans, candy wrappers,
etc., in their cabins. All anachronisms are discouraged.
Eyeglasses are perfectly acceptable and in fact have been around since the 1200's. However,
some anachronisms, such as a medic-alert tag, cannot be avoided. Players are asked to keep
the anachronisms to a minimum.

Religious Symbols
Because there is no religion in SOLA R and because there is such a diversity of religion in the
world, players should not bring anything with an overt religious symbol on it, regardless of the
religion, out of respect for other players' beliefs. This includes crosses, stars of David, etc..

Welcome to SOLAR - 13
The Fantasy World of
SO L A R
Welcome to the Sutherlands! I say welcome, but unless you are a special person indeed, you
likely have lived here all your life. Still, many people fail to take much notice of the larger
affairs of the countryside, at least until an adventurous spirit overtakes them and they find
themselves venturing out into the frontier. This collection of knowledge, which is by no
means comprehensive, is intended to help you ‘find your feet’ in the larger world of the
Sutherlands.
CLANTHIA
The place is Clanthia. The year, 606. Hopefully, a more peaceful year than the ones before
it. The Sutherlands are part of a continent larger than any one being has yet explored and
lived to tell the tale of. It is known that there are lands over the seas, because we have met
their people. But trade across the seas is not well established, and cultures sometimes clash.
The lands of the Sutherlands themselves have traditionally been divided into five Baronies for
local rule, with a County or Ducal seat where citizens of all five baronies can treat as equals.
This capital city is now the town of Clanthia, but it wasn’t always so…

THE HISTORY OF CLANTHIA


Scholarship on the history of the Sutherlands is rare, and knowledge of what preceded them is
even more so. It is generally accepted that the world we are on, Tyrra, was always here. Old
women and fools sometimes say the dragons made the world, but talk like that is usually
regarded as fireside prattle. There are other places that aren’t on Tyrra, called the planes, but
that’s a matter for the scholars and mages. Tyrra should be plenty enough to conquer for
little people like you and I.
If you caught the oldest man in town, and bought him an ale, he might tell it something like
this…
The Sutherlands started as wild country, settled by farmers, herdsmen, and bandits. The
sweeping forces of civilization worked their ways, and the land was united in a golden age
under a King in a distant place. His messengers were rare, and he was not often seen, but the
roads were safe and the worst of the bandits were hunted into extinction.
The Goblin Wars brought an end to the golden age. Armies of goblinoids encroached on
Sutherland territory, destroying the order of the lands and pillaging whatever they could. Not
ALL goblins were evil, but many tribes fought against the civilized folk of the realm. The
goblins were eventually repulsed, but the kingdom was in tatters. The Sutherlands, formerly a
duchy within a larger kingdom, faced life as its own world.
People made do as best they could. The farm country was replowed, the destroyed lands
resettled, and Sutherland City was returned to something approaching its former glory. Once
again, trade bustled and cobblestones gleamed in the capital. For a year or two, it looked like
sleepy prosperity would make its full return.
Then came the Arcane.
Nobody knows from whence they came. Most agree from over the seas. They were a
conquering people, mages by birthright, and they thought to tame the lands and people of our
fair place for their own. Life under the Arcane would have been cruel, for they respected the
laws and ways of magic more than the value of life, and many local folk were killed outright as
the invaders claimed territory for their own. But the Goblin wars had hardened the peoples of
the Sutherlands, and while they would certainly have fallen in years before, now there were
heroes risen up from the former conflict, and the people rallied behind them. At great cost,
and with the loss of many cities and treasures, the Invasion of the Arcane (later unfortunately
renamed The First Invasion of the Arcane) was halted.
The might of the Arcane was like a door slamming shut on the times of peace and tranquility
the Sutherlands. After then, the lands have not known a single year that did not find it in
war, either from enemies within or without. First came Carpathia. Leaping on the chance
created by a war-weakened populace, their hordes brought the new fledgling empire to its
knees. Then the beastmen, followed by the return of the Arcane, an invasion of elves from the
Frostlands, a year long assault of our bodies and minds by the hideous creatures known as the
Moloch’kor, and finally – the Ilmorians.
Our lives hang by a thinner thread than ever before. Heroes have been lost. Good men
dead or corrupted by forces too terrible to reckon. Through these years, a new empire was
raised, that abruptly fell only to rise again from the ashes of it’s glory to it’. Every gutter and
crypt has yielded forth fell folk and creatures hoping to take hold of the opportunities that
always come about among a land in wartime.

The Fantasy World of SOLAR - 15


I do not mean to make it sound so bleak. There are good people still in the Sutherlands. The
land is recovering, and some are rising up to make anew a land where it is safe to till a field
and raise a family. We all have a job to do, if the world we knew is not to be lost.

THE BARONIES
La Rochelle
Covering the southern plains, La Rochelle is a grand farmland, the breadbasket of the Empire.
La Rochelle has been without a Baron these last few years, ruled directly by the Crown.
Clanthia is its capital. La Rochelle tends to be sparsely populated because of its agricultural
industry, making its citizens stubborn and self-reliant.

Rossanoe
Rossanoe
Prairie land in the North, bound by Sahde to the West and the Isles are east of them.
Rossanoe is home to great herds of horses, which are their most famous export. Trestor and
Rosille are its major cities. Rossanoe is a natural gateway to the north, and has suffered heavily
in wartime. Therefore, its proud people are hardier than most.

Sahde
Sahde has traditionally been an Elven-controlled Barony in the Northwest of the Sutherlands,
just inside the mountains. Sahde was long a land of peace, and its sealed borders protected it
from much of the Goblin Wars. Sahde has become more involved in human affairs of late.
The capital of Sahde is Tustor, but Orsono rivals it in size and in the arts. The finest archers in
the land hail from Sahde.

Isles d’Honig
Controlling the island chain on the east of the continent, the Isles D’Honig is the trading
power of the Eastern Sutherlands, and maintains the only significant naval power. Eit is the
capital of the Isles, and strong liquors might be their greatest export, if they could sober up
long enough to willing to trade it away. The coves and reefs of the Isles are home to pirates as
well, and it is said that there is a whole pirate city hidden somewhere. The Isles citizens,
though many are thought of as a little bit shifty, have a love for their lands that runs deep in
their hearts. Banishment is said to be crueler than death to an Islesman.

Sudbyr
The sun never seems to shine as bright in Sudbyr as in the other lands, and its cities of Botan
and Verfel seem a little too dark to encourage a strong tourist trade. Twisted and broken,
many of Sudbyr’s lands are constantly being reclaimed from the surrounding swamp that
threatens to swallow them. Local legends name horrors that live in the swamps, probably to
keep children from misbehaving and straying too far from home. Sudbyr’s traditions seem just
a little bit different than the rest of the baronies, and are often misunderstood.

THE PEOPLE
Who makes up the population of all these places?

Humans
The most common of races, humans are highly adaptable and show up just about everywhere.
Other races sometimes look down on humans for one reason or another, but it is said that the
humans will outlast them all.

16 - The Fantasy World of SOLAR


Elves
Of many kinds, elves are a common sight in the Sutherlands. Surface elves look pretty much
like humans with pointed ears, but don’t let an elf hear you say that… Dark, mysterious drae
are a different type altogether. More comfortable in the night and shadows, they are often
distrusted. Unfathomable surface elves have stony faces that match their stony emotionless
interior lives. There are also other, more rare elves.

Dwarves
Stout, bearded, and blunt, the average dwarf takes little nonsense from anyone. Don’t call
them short, or they’ll kick you in the shins. Dwarves are reputed to make the finest armor
and weapons.

Hoblings
Furry-footed and often playful, hoblings are loved by some and ignored by others. They are
nimble but slight. Never give money to a smiling hobling.

Half-
Half-Orcs and Half-
Half-Ogres
Several goblinoids have managed to find a life among Clanthia’s civilized races. While Orcs
are regarded almost everywhere else as a menace, look twice before you stab an orc on the
road. It might be someone’s friend.
There are plenty of local inhabitants even more uncommon, magical, or odd. They look
forward to eating - err, meeting you.

THE LOCAL CUSTOMS


Laws
Though the legal system in the Sutherlands can be summary and harsh, a little common sense
will keep a traveler from trouble. The usual crimes are evident, such as theft, assault, treason,
and even murder. For penalties, a fuller list of the laws, or to levy charges against another
commoner, consult your local seneschal. Note that ignorance of the law does not constitute
the ability for one to not be restricted by the laws – commoners who break the laws are often
punished quickly and severely.

Gatherings
Clanthia is often traveled by nobles, especially during gatherings, which tend to occur
monthly. The gatherings are a festive time where the nobles come together to settle affairs of
state, and the commoners visit for the fun, profit, and adventure that accompany them. It
should be mentioned that the presence of so many travelers in Clanthia brings out riffraff in
force, so travel the streets warily. The town guard does their best, but the orc they missed
may be behind the next tree.

Nobility
Nobility consists of appointed gentry, Serving a Baron or higher official. All nobles may be
addressed as “My Lord” or “My Lady”, and if you don’t know whether someone is a
commoner or a noble, tacking a Milord on the end of your question (just in case) is unlikely
to offend. Barons each appoint Seneschals, who can speak with their authority and settle
matters for commoners. Martial challenges should be directed to the Baronial Knight, who
would be addressed as Sir or Dame Knight.

The Fantasy World of SOLAR - 17


Etiquette
Because tensions can run high at Gathering, and most groups are on edge to say the least.
Sneaking up behind people unannounced or refusing to identify yourself when challenged is
considered very bad form indeed. Those that should be given respect when encountered are
those of Noble rank and all Guild Masters. You may find that the respect given will be
returned to you in most cases and you can only benefit from acting accordingly.

THE GUILDS
The Baronies are the most visible, but not the only, distinct groups of peoples in the cities.
Any city of size will have a Healer’s Guild, and many have additional guilds depending on local
needs. Formed primarily of commoners, the guilds unite people with common interests in
trade, magics, or other pursuits.

Healers' Guild
The Healer’s Guild is the most influential guild in Clanthia. Offering services of mercy to all,
they are led by the desire to see all enjoy peace and bodily wholeness. It is currently
protected and championed by a group called the Golden Lions. Located behind the tavern on
the town square, they are open at all hours, and welcome strangers.

Armorsmiths’ Guild
The Armorsmiths Guild is a place of business and industry. Their forges are manned ‘round
the clock during Gathering, and they can mend damaged armor and sell weapons to replace
lost ones. Nothing comes free, but trade in armor and weapons remains brisk in these
troubled times.

Celestial Guild
Guild
The Celestial Guild is a place for mages to share their arts and learn new ones. A building
totally dominated by magic, it features many strange sights. New and unpredictable rituals are
frequently performed.

Druids' Grove
The Druid’s Grove is a place for casters who respect the Earth to ply their trade and learn new
magics. Its location is a secret, albeit many know of its dwelling. Protected by ancient ents
and heart of the woodlands, the druid’s grove is truly a mysterious place.

Rogues' Guild
There is no rogue’s or assassin’s guild, or so they say.

Necromancers’ Guild
Rumors speak of a place best left alone at that is the Necromancer’s Guild. Those that follow
the path of darkness can find teaching in that forsaken place. Caution is advised, for some
people who manage to find it never return to the land of the living.

18 - The Fantasy World of SOLAR


SHADOWMOOR
The Oasis of Shadowmoor is located in the middle of a barren area known as the wastelands.
Legend states that it was created by a powerful nature entity known as the Great Druid with
the assistance of many fairies. Whatever its origins, many people feel the Oasis has an
“otherworldly” feel to it that sets it apart from all other places on the Plane of Tyrra

THE OASIS
The Oasis of Shadowmoor is surrounded by a vast barren arid stretch of land known as the
wastelands. The Fendari have 3 cities within the wastelands, which are protected by great
magics. There are two human/elven settlements and several goblinoid villages live in the
wastelands near the borders of the Oasis. Rumor tells of a tribe of nomads that eke out a living
in the wastelands. The majority of the wastelands, however; are uninhabitable. Nothing
survives the harsh climate except the twisted unnatural creatures that feed off of each other
and any traveler unlucky enough to become lost within their territory.
Within the boundaries of the Oasis, life is far different. Miles of verdant forest support one of
the most diverse ecologies on Tyrra. The many lakes and rivers within the Oasis host abundant
varieties of aquatic life. There are many fertile stretches of open land, many of which are used
for farming.

THE HISTORY OF THE OASIS


The fairies living in Shadowmoor claim that the oasis was created by a powerful being known
as the Great Druid. It is believed that the oasis was built in the center of an area destroyed by
the Elemental Wars centuries ago.
The first “discovery” of The Oasis of Shadowmoor by civilized beings, was in 575. A group of
colonists from Orbonne lost their way in the wastelands and stumbled upon this verdant land.
Ignoring the current population of Fairies and Wild Elves, the human settlers claimed the land
for Orbonne. This indigenous population ignored this claim, as they cared little about foreign
politics. Since journey to the Oasis was riddled with danger, no assistance or authority came
from Orbonne and the settlers had to make their own way.
In 599 portals were opened between The Oasis and several populated areas in Orbonne and
Clanthia. At this time, many people were enchanted by the idea of living in such an untamed
land, and quickly moved to The Oasis. The marriage of Princess Zephany to King Devron put
the presumptive control of The Oasis in the hands of the Sutherlands. As usual, the
inhabitants of the Oasis virtually ignored the political claims on their lands. Those who
claimed political ownership of the Oasis were too far away to enforce their rule.
Of more importance to the Local Population would be attacks on the Oasis itself. Since
“civilized” people have settled Shadowmoor, the land has come under attack by those seeking
its resources and treasures. The Oasis has been besieged several times by beastmen (chaos
tainted aberrations from the wastelands) and has been briefly held by Trolls. These attacks
paled in comparison to the Carpathian attack of 601.
Carpathians claimed the lands of the Sutherlands, and in order to show the People of the Oasis
how foolhardy their defiance of Carpathian rule was, they sent an army of 2,000 strong to
take control of the Oasis in the fall of 601. Several hundred townspeople and the Fairy
Resistance League stood against the might of the Carpathian Empire. Remarkably, the
combined peoples of Shadowmoor won against all odds, forever declaring it a sanctuary
against political dominion.
Thru great sacrifice, the lands have been restored, and the people of the Oasis are once again
rebuilding what they had.

The Fantasy World of SOLAR - 19


THE TOWNS
Shadowmoor
Shadowmoor is the largest town, and primary location of all guildhalls within the oasis and is
host to most gathers throughout the year. It is the main destination of visitors.

Solace
Solace is a small agrarian town. Solace is also home to the Order of the Crescent Star. It has
been whispered that Solace is also home to a strange breed of revolutionaries.

Aragon
Aragon appears to be a ghost town. Most natives of Shadowmoor will not speak of this city,
except to whisper of fairy curses. While the city appears to have been inhabited in the last
several years, no one can locate anyone who claims this city as home.

THE PEOPLE
The Oasis of Shadowmoor has a diverse population. Fairies, Sylvan Fae, and Wild Elves have
inhabited the land for a very long time, but generally stay in remote woodland areas.
Interestingly, the tribes of Wild Elves that have been prominent for decades seemed to have
disappeared in recent years as more foreigners arrived. Most other races are represented
throughout in the towns.
Most people within the bounds of the Oasis are from other lands, and settled here to get away
from something in the past. They tend to be fiercely independent, and will yield their chosen
land to no one. The lands of the Oasis are untamed and dangerous, so those who live there
tend to develop strength and fortitude to back their independent natures.
Those within the Oasis will welcome any one wishing to live there, as long as they give that
same respect to their fellow neighbors and leave behind all their previous politics and war.

THE LOCAL CUSTOMS


Economy
The economy of The Oasis is primarily agrarian. Hunting is the second largest occupation.
While The Oasis has abundant mineral wealth, the rigid druidic rule of the oasis discourages
large-scale mining and smelting operations. There have been several attempts to start a timber
industry in these lands, but for some reason those who begin such operations shortly lose
contact with their backers and are not heard of again.
There is an adequate tourism industry, mostly catering to traveler’s from the Sutherlands, who
Portal into the Oasis for vacation.

Government
While many Principalities have claimed dominion over The Oasis of Shadowmoor, none has
ever been able to truly enforce their claims. Within the lands of The Oasis, The Druids of the
central grove (often referred to as the “Unseen”) hold the power of law over the denizens of
the oasis. Several times the citizens of the Oasis have formed ruling councils, but each council
has proven to weak to control the strongly independent people of Shadowmoor.

20 - The Fantasy World of SOLAR


THE GUILDS
The Healers’ Guild
The Shadowmoor Healers’ Guild, Bar, and Brothel is the place you go when the world has
beaten you down. Tired, broken, and bruised from countless hours of battle? This guild will
heal you, relax you, and fill you full of liquid libations enough to put the fight in a dead man
(Necromancers need not apply). Founded by Ventar in 598, the Shadowmoor Healers’
Guild has served Life from the start. While guild leadership has changed hands a few times
since, the focus on life and healing has never left. Rest assured that the Shadowmoor Healers’
Guild, Bar, and Brothel turn away the undead who decide to belly up to the bar!

The Dark Sun Guild


The Dark Sun guild also serves the town of Shadowmoor in a healing capacity. Instead of life,
these stalwart guardians serve chaos. They're rather secretive despite their centralized location,
but they have served the Great Druid in good stead as long as there's been a town of
Shadowmoor. The guild offers services of formal magics, healing of those tainted by chaos,
and training in similar arts for reasonable fees. Those services have traditionally been offered
for free in service of the oasis of Shadowmoor in times of need, and it doesn't look like that
tradition is going away any time soon.

The Mages’ Guild


The Shadowmoor Guild of the Celestial Arts has a long tradition of research and exploration.
Utilizing the solitude of the oasis, the scholars of the guild practice their arts diligently, and
provide teaching to all who wish to learn the methods of celestial arts. The guild offers formal
and identification services for nominal fees, and provides formal scrolls and casting areas for
member scholars. In addition, battle scrolls and enchantments are often available for purchase.
No visit to Shadowmoor would be complete without inquiring here.

The Druids’ Grove


The final guild of Shadowmoor is the druids’ grove. These intrepid souls devote their time and
heart to the surrounding forests, and it is through their efforts and that of their benefactor, the
Great Druid himself, that we're all able to spend time here in the Oasis today. They're not
always easy to find, but they're often helpful when you do. If you need help finding your way
within the oasis, the rangers of the grove will find you and guide you back to civilization. If
you require healing or magical assistance, the druids will often be nearby.

The Fantasy World of SOLAR - 21


The Game System of
SO L A R
• SOLA R simulates body stamina, armor strength, and attack damage using
a point system. These points are kept track of using disposable game tags
that players will receive and give as points are lost and gained.
• Physical combat, magic, poisons, and alchemy are all activities simulated
in the SOLA R game. Each activity is carefully regulated by the SOLA R
rules system to ensure safety and fairness, while continuing to enhance the
fantasy atmosphere.
• Best advice we can offer you to overcome new player confusion? Play a
monster the first few hours of the event. You can learn the game rules,
experience the combat system, and practice game skills without
endangering your character.
HEALTH AND LIFE
LIFE FORCE
To represent a character's life, each player is given a Life Ticket at check-in. This Life Ticket
has the character's name and level on it and must always be carried on the player's Skill Ring.
Any player who loses a Life Ticket will be presumed to be dead by natural causes or accident.
Life Tickets are out-of-play and may not be stolen. If a person is caught with a stolen Life
Ticket, he will be subject to disciplinary action.

HIT POINTS
Hit Points represent the amount of damage a character may take before going unconscious.
Hit Points are divided into Armor Points and Body Points. Each is represented by special tags
that are received at check-in and should be torn off and discarded as they are lost throughout
the event.
When taking damage, Armor Points are removed first, followed by Body Points unless the
effect states otherwise (e.g. The Mind Blast (C,5) spell does direct body damage, for
example).

Armor Points
Armor Points represent the amount of damage a character may take to his armor. Once the
armor has taken the amount of damage equal to the Armor Points, the armor has been
breached and all remaining damage is applied to the body.
The number of Armor Points a player receives depends on the amount and quality of the
armor that he is wearing. After opening ceremonies, all players should proceed to the
Armorsmiths in full costume to receive his starting Armor Points. If a character is not wearing
armor, but is wearing a "period" costume, they will be granted 5 armor points.
Note that a character may be limited in the maximum amount of Armor Points they may
receive because of their class (see class descriptions). For example, a rogue is typically not
allowed to wear as much armor as a Warrior. Characters may choose to buy a skill to wear
extra armor, however, and increase the class maximums (see Wear Extra Armor skill
description).
After a player's armor has been evaluated, he will receive the appropriate number of Armor
Tags. These Armor Tags are to be placed on his skill ring, with all his other renewable tags.
As a character receives damage, the proper amount of points and corresponding armor tags
should be torn off the skill ring. (Tags should be placed in a nearby trashcan or a pocket, not
on the ground). If a player, for whatever reason wishes to remove any or all of his armor, he
should remove the appropriate number of Armor Points from his skill ring.
If a player's armor is damaged and he loses Armor Points, it can be repaired at the
Armorsmiths for a minimal fee. Also, characters that know the Armorsmith skill, may repair
the appropriate type of armor. These characters will probably also charge a minimal fee.
Armor Points are distributed at the Armor-smiths at check-in (See the Armor System section).

Body Points
Body points simulate the endurance of a character and represent the amount of damage a
character may take to his body before going unconscious. Body Points are determined by the
character's...
class - for example, a Warrior has more endurance, and therefore more Body
Points, than a scholar
race - for example, elves are more frail, and have less Body Points, then
dwarves

The Game System of SOLAR - 23


level - as a character gains skill and experience, his stamina improves and his
Body Points increase
Characters lose Body Points in combat, through magical or physical attacks, and may recover
them through healing magic or alchemical substances.

HEALTH STATUS
Below is listed several different statuses that a character may him or herself be subject to or
will perhaps encounter in other characters. These statuses are not necessarily limited to this
list nor are all statuses exclusive of one another. For example, one may be of the status
“Bleeding to Death and Poisoned” or “Slain and Life Drained” but once one hits the “Dead”
status all other status effects are gone. To aid in determining what one must say when the
Healing Arts skill is used please note the line at the end of each status entry which reads thus,
Status: “X Body, Health Status.”

Waylaid
A character which, has been successfully waylaid, loses one Body Point and remains
unconscious for 10 minutes. If the attacker uses an Endow (E,2) or Empower (C,1) spell in
conjunction with the Waylay skill, the victim will lose three Body Points. A character who has
been waylaid may be brought back to consciousness by either one minute of First Aid (the
character will not regain the Body Point(s) lost to the waylay) or a curative (a healing spell or
potion) which exceeds the amount of damage inflicted by the waylay.
If a character is successfully waylaid, he will not know who his attacker was.
Status: “X Body, Waylaid.”

Unconscious
If a character takes enough damage to reduce him to EXACTLY zero body points; he is
unconscious. A character that is unconscious may be brought back to consciousness by one
minute of First Aid. Left alone, he will regain consciousness in 10 minutes with only one
Body Point.
If cured by Alchemy or Magic, the character immediately regains consciousness with Body
Points equal to the amount of curing.
Status: “0 Body, Unconscious.”

Bleeding to Death
If a character takes enough damage to reduce his body points below zero, he is bleeding to
death. If a character is reduced below zero, he takes no further damage but may be killing
blown. The character will be at dead status in one minute if not given First Aid (see Skills
section) or a cure spell. A player should begin counting to sixty seconds as soon as he takes
enough damage to fall below zero.
Once someone has begun First Aid on a character, the character should stop counting.
However, if for some reason, the person performing First Aid stops (after a minimum of ten
seconds), the unconscious character should begin counting to sixty again (starting with one).
After one full minute of First Aid, the unconscious character will be at one (1) Body Point.
If cured by Alchemy or Magic, the character immediately regains consciousness with a number
of body equal to the amount cured.
Status: “Bleeding to Death.”

Dead
Once a character is dead, all of his active spells are no longer active (See Active Spells under
Magic). If the character does not receive a life/death or revive spell before 5 minutes passes
their body will dissipate. The character must leave all in play possessions at the spot of

24 - The Game System of SOLAR


dissipation, put on a white headband and head immediately to resurrect. See "being a spirit"
below.
Status: “Dead.”

Slain
A character that has taken effect from a Critical Slay or Fatal Blow is immediately dropped to
the Bleeding to Death status and he/she will die in one minute. Only the following spells will
save the victim from death: Cure Critical Wounds (E/D,6), Heal Critical Wounds (H,6),
Renew (E/D,8), or Heal Mortal Wounds (H,8). Should a slain character be “Desecrated”,
only a Cause Critical Wounds (E/D/N,6), Heal Critical Wounds (H,6), Waste (E/D/N,8), or
Heal Mortal Wounds (H,8) will bring the character back to consciousness. Neither First Aid
nor any other means of healing will save the victim from death once slain. Note that the
victim will have the appropriate amount of body restored by the spell used when the character
regains consciousness.
Status: “Slain.”

Animated Dead
Characters may be created into undead by several means, only one of which will be listed in
detail here as the others are things that must be found out by in-play means: by the Create
Undead (N,7) spell, by formal magic, by the touch of some greater undead, and by high
sorcery.
The Create Undead (N,7) spell allows the caster to turn a non-undead, non-desecrated
creature, which has received a Killing Blow, into a zombie. The zombie thus created will have
half the number of Body Points the victim had in life and whatever armor is left on the corpse.
If the zombie ever reaches zero Body Points, it will turn to dust.
Do note that while the status of “Desecration” will protect a character from the Create
Undead (N,7), Create Ghoul (N,9), or Create Skeletal Warrior (N,9) spells it will NOT
protect a character from ANY other means of animation.
The victim who has been created into undead cannot be restored to life by any known means.
And has no memories or skills that he had as his character.

ABOUT DEATH AND RESURRECTION


Unless moved by someone or something, the player must remain where his character died for
five (5) minutes. If his character does not receive a Life (E/D,9), Death (E/D/N,9), or a
Revive (H,9) spell within five minutes, the character's body dissipates and the spirit is
released.

Being a Spirit
The player must then leave all of the in-
in-play items he is carrying (i.e. in-play money, potions,
scrolls, weapons, magic items, etc.) at that spot, put on a white head band (See Headbands in
Miscellaneous Rules) to denote he is a spirit and out-of-play and make his way to the Healer's
Guild (or appropriate guild) to be resurrected.
While a spirit, he is invisible and may not interact with anyone until he reaches a circle capable
of resurrection. Upon touching or entering the circle, he becomes visible but still may not
interact with anyone. Someone who is magically Invested with the circle can then begin
resurrecting him.

Memory Loss
The shock of resurrection causes the character to forget everything that happened for a period
of 30 minutes prior to his death. The character will know that he has died, but not who did
the actual killing.

The Game System of SOLAR - 25


Resurrection
A resurrected player has full body points, no active spells and no armor.
Each character begins the game with four (4) lives and gains an additional life every even
level. Each resurrection causes one life to be lost and the character's spirit to be weakened. If
a character loses all of his lives, the character will not be able to resurrect and a new character
must be created.

26 - The Game System of SOLAR


COMBAT
The number one and most important concern of SOLA R staff is the safety of its players, and
combat is the least safe aspect of the game. For this reason, a MANDATORY safety course is
given to all players and the rules for combat MUST BE adhered to strongly to keep players
from getting injured.

COMBAT SAFETY RULES


"HOLD!" (Stop-
(Stop-Drop-
Drop-and Listen!)
This is the most important rule in this book.
Any player, at any time he feels unsafe for any reason or is being hit too hard by his foe may
call a hold. The player calling the hold must yell the word "HOLD!" loudly enough for
everyone in the immediate vicinity to hear.
When a hold is called, everyone involved must stop all in-game actions and all in-play
conversations and drop to one knee. Once in a Hold, the player who called it should then
resolve the reason for the Hold, by telling his opponent or a marshal the problem. Once
resolved, the player who called the Hold must call the Lay-on. To do so, he tells everyone to
get up, and then he says "3-2-1 Lay-On!".
Players should remember the importance of calling a hold and should only call one when
necessary, as it detracts from the game.
Anyone ignoring a Hold may be subject to disciplinary action. Holds are used for emergencies
and players should treat all Holds as an emergency until it is determined there is not one.
If there is a valid medical reason why you cannot drop to one knee, please make an effort to
crouch or stoop to signify you are in a Hold.
You have just finished reading the most important rule in this book.

Healer vs. Medic


During the course of the event your character shall need healing from damage he takes in
combat. It is an out-of-play necessity to make the calling of a “medic” forbidden unless you
the person is hurt in real life. If you have a REAL injury call for a medic and someone will
come to your aid. If your character is injured and needs healing in play please call for a
“healer”. For small injuries that do not need the assistance of a medic, SOLA R has many first
aid items located in the tavern for your use. Please feel free to go there if you need anything
such as band-aids, ankle wraps, aspirin or the like. There is no cost to the player in need of
such items.

Orange Headbands
Players wearing orange headbands are on medical restrictions and can play with many
limitations placed upon them. It is forbidden to attack with a weapon or spell pack someone
wearing an orange headband. Please consult a SOLA R staff member to explain in detail the
way to “attack” someone in an orange headband. And a reminder – players wearing a white
headband are completely out-of-play and should be completely ignored by players that are in
play.

Physical Contact
The only contact allowed at SOLA R is by weapons or spell packs. Brawling, wrestling, kicking,
and any other form of body contact are forbidden. Anyone violating this rule will be subject
to immediate disciplinary action and asked to leave site immediately

The Game System of SOLAR - 27


RULES OF OFFENSE
Hitting an Opponent
When a player hits another opponent, he must swing his weapon through an arc of no less
then 45 degrees and no greater than 90 degrees. This keeps people from being hit too quickly
or hard. Players should only be trying to make contact with their opponents, not knock each
other across the battlefield.
Some hits will require judgment calls on the part of the victim. A player wearing a lot of
armor may not feel the hit and will have to look to the attacker for how many times he was
hit. If a shot is blocked, it does not count. However if the block was weak and allowed the
opponent to hit at half or more of normal strength, the hit does count.

Calling Damage
Each time the weapon makes contact with the opponent, the player must call the appropriate
damage, the player must call out the amount and type of damage being done (e.g., "3
Normal!" or "10 Magic!"). This allows the opponent to know how much damage was done,
and whether or not it affected him (some monsters are immune to normal damage). The
current types of damage are Normal, Blunt, Silver, Gold, Mithral, and Magic.
A player is only required to call Magic damage with a magic weapon if he wishes. For
example, if a player has a +2 Weapon Proficiency, he would call "4 normal!" with a regular
sword. However, if the player had a +2 damage magic sword, he could still call up to "6
Normal!" or "6 Magic!". There may, depending on what Plot has dreamed up, be some
exceptions to this rule.
If a player is hitting so quickly that he cannot announce the damage fast enough to keep up
with the swings, that player is "Machine Gunning" or "Drum Rolling". If this happens, the
player's opponent has the right to lump all of those hits into one and only count the damage
for one hit.

The Killing Blow / Killing Spell / Killing Strike


If at any time, a character is reduced to less than one body point, or is restrained in any way
that he could not move from in front of a weapon, he is a candidate for a Killing Blow or
Killing Spell. Note that a character that is fully conscious and unrestrained is NOT to be
considered an “immobile victim” or a candidate for a killing blow unless he/she willingly
submits to it.
A Killing Blow is given by placing a weapon or packet on the chest or back of an immobile
victim and saying "Killing Blow one, Killing Blow two, Killing Blow three." This simulates
placing the weapon up under the armor and plunging it into the vital organs or choking the
person with your hands. If the character performing the Killing Blow is interrupted before
reaching three, he must begin the Killing Blow again.
A Killing Spell is given by throwing a damage spell at the chest or back of an immobile victim
and saying "<spell verbal> Killing Spell." (e.g. "I smite you with a Magic Missile Killing
Spell."). This simulates taking the time to aim the spell at a chink in the armor and deliver its
damage to the vital organs.
A Killing Strike is given by throwing a damaging element or acid at the chest or back of an
immobile victim and saying “<damaging attack> Killing Strike.” (e.g. “20 Acid Killing
Strike” Or “10 Flaming Killing Strike.”)
If a character receives either a Killing Blow, Killing Spell, or Killing Strike he is at the dead
status. At this point, whomever or whatever did the killing may then ask for the dead player's
Life Ticket which he must give up. If the character receives a life spell to bring them back to
life, they use the life spell tag for their new life ticket. The player must write his real and
character name on the new life tag. Note: The target MUST hear the verbal for the killing
spell.

28 - The Game System of SOLAR


Throwing Magic and Gasses in Combat
In order to simulate throwing magical energy, spell packets are used in SOLA R combat.
These are constructed (by the player) using cloth (can not be green in color) and birdseed.
The cloth should be cut into a 5-inch by 5-inch square. The birdseed should next be placed in
the center of the cloth, which is then gathered around the birdseed and secured with a rubber
band. A good measure of birdseed to use is a full 35mm film canister. Cutting the "tail" off
the packet is permitted.
Some alchemical solutions and poisons can be made into a gaseous form, which can then be
placed in a vial and thrown at an opponent during combat. To represent these vials, one
should construct a Poison Pack (even for alchemical solutions). Similar in construction to a
spell pack, poison packs MUST be made with green cloth.
Once completed, the packet should be labeled as the type of gas it represents. It is up to the
player to keep his packets organized, and throw the appropriate packet at a target while calling
out the Effect. The target may check the thrown packet to determine whether the packet
called was actually the one thrown. The target should take the effects of any packets with
which he is hit. Once thrown, the attacker should pull the tag from his Skill Ring
corresponding to the poison actually thrown. One cannot
cannot simply call a gas one has, throw an
unlabeled green pack, and then pull the tag from his skill ring later.
later For every poison or
alchemy that may be thrown in combat that you are carrying, you must have both a marked
green packet and a valid tag. Rogue marshals routinely do spot checks and will take any tags
that a person is carrying that they do not have packs for. Note that Poison Packs, unlike Spell
Packs, are in-play. Therefore, they can be seen, stolen, etc. There may be laws against the use
of poisons, so the character is warned to check with his local seneschal.

COMBAT RULES VIOLATIONS


Illegal Targets
The following targets are illegal: head, neck, throat, groin, and hands from the wrists out. And
on female players, the upper chest is also an illegal target area. Anyone repeatedly hitting
these areas will be subject to immediate disciplinary action.

Shield Turtling
A mainstay of fighting with a shield is what is known as Turtling. A person fully hiding behind
a shield so that his opponent may not reach him is Turtling. However, the opponent could
overbear the person who is Turtling and knock him down. For this reason, Turtling is illegal in
SOLA R . Any player seen repeatedly Turtling will have the Shield skill taken away from his
character.

Trapping and Charging


Although used greatly in sword fighting, pinning a weapon is restricted at SOLA R . Most
moves used to free oneself from pinning are dangerous, and safety is the main concern of
SOLA R . A player's weapon may only be pinned by another weapon and then only while
outdoors.
Charging is also not allowed. This, too, is used in sword fights to back an opponent into a
corner, but it can cause a player to trip over something and injure himself. If a player is
moving back and stops, his opponent is Charging if he runs into the player. This is considered
body contact and, as stated in the rules above, is not legal. Also, if his opponent is
backpedaling at more than a walking speed, the player is charging. Use your common sense
here, if it seems unsafe, don’t do it.

The Game System of SOLAR - 29


Not Taking Damage
Taking Damage relies heavily on the honor system. A player must count the damage he has
received and fall to the ground after receiving the appropriate amount of damage.
Players who do not count hits properly will eventually find that their opponents do not count
damage properly when fighting them. Also, not counting hits is considered cheating and will
be dealt with accordingly (see Cheating under the Conduct section).

30 - The Game System of SOLAR


BATTLE MAGIC (FROM CASTER'S DAILY MEMORY)

CASTING MAGIC
Casting
Casting Offensively
To cast a spell, the caster must have a spell packet in his hand (and nothing else), say the
verbal clearly and loudly for the person nearest to the caster to know what spell is being cast,
and then hit the target with the spell packet within three (3) seconds of finishing the verbal. In
most cases it is preferable to say the verbal loudly enough for the target to hear it so that one
does not have to state out of game what spell the character has just been hit with. The spell
verbal is "in-game" and may be understood by anyone.
To count as a hit against a target, the packet only needs to hit some part of the victim, as
throwing packets is a less precise form of combat than melee this can (and often times does)
include areas that are considered illegal in melee combat. Though these hits are considered
legal when hit on accident, specific and purposeful target of these areas is still considered a
combat violation and appropriate action will be taken. A weapon, shield, or even a
character’s clothing is a valid target for a spell. The defender can try to physically dodge a
spell packet, but he cannot block it with something he is carrying.

Failed Spells
If a spell misses a target, the spell is considered to have failed and the recipient does not take
the effects. Spells that DO hit their target may also fail for the following reasons:
• the verbal is inaudible or unintelligible
• the verbal is inaccurate
• the spell packet is thrown before the verbal is completed or more than three (3)
seconds after.
• the caster takes any body damage before the verbal is completed. This includes Critical
Slays, Fatal Blows or Assassinates.
Once a spell is cast, whether or not it was successful, the tag for that spell must be given to
the recipient.

Casting on Oneself
When casting spells upon themselves, a spell caster may cast underneath their spell shields.
Therefore for example, one can heal themselves or cast protective magics without disrupting
their personal spell shield. Although it is not necessary to use a spell packet, you must have
one hand free and say the verbal aloud when casting upon yourself.

Casting a Spell Not in Memory


If a player unintentionally casts a spell for which he does not have a tag, he must either pull
four (4) times the level's worth of the spell cast, or allow the opponent to choose spells two
(2) times the level's worth of the spell cast and pull those tags. Repeated wrongful casting
(e.g. throwing spells you do not have) will result in immediate disciplinary action.

The Game System of SOLAR - 31


DAILY SPELL MEMORIZATION
Spell Books
The Spell Book contains the list of spells the caster may memorize. In order to have a spell
written into his book, the caster must find someone who will teach him the verbal for the spell
and allow the caster to copy that spell from the teacher's Spell Book. Once the caster has
found someone willing to teach, he must proceed with his teacher to the logistics area during
Spell-reset and have the spell copied into his book. The spells are copied using a magical ink,
which costs a ½ silver piece per level of the spell being copied (e.g., a first level Magic Missile
(C,1) spell would cost ½ silver, while a ninth level Life (E,9) spell would cost 4 ½ silver. Each
page of a spell book may have only one spell on it (reversible spells count as one spell).
When creating a new character, players may request a "starter" Spell Book at logistics, which
includes many of the low level spells. Before gaining any additional spells, the player must
replace their "starter" Spell Book with a permanent Spell Book. Permanent Spell Books must
be actual books; a sheet of paper is not sufficient. Spell Books are an in-game item and may
be stolen, so each player should put his real name and character name on the inside cover.
In an effort to decrease loss and damage of fragile in-play spellbooks, a player may check his
spellbook in with logistics and receive a Spellbook Card for the spells contained in his or her
spellbook and simply bring this card afterwards to check-in for his/her spells tags and card(s).

Receiving
Receiving Daily Spell Tags
Spell casters may cast a certain number of spells each day, which are represented by their daily
spell tags. In order for a character to receive his spells, he must take his Spell Book and his
spell pyramid/column card(s), which shows how many of spells of each level that character
can cast, to the logistics area at check-in. At this time, the character chooses which spells he
wishes to memorize for the next day (Note: only two people may share a Spell Book). The
Spell Tags must have the date stamped on the back of them and are then placed on the skill
ring.
The Spell Tags are color-coded with a different color for each day, Ivory for Friday night and
Green for Saturday night. Anyone caught casting spells from a previous day will be subject to
disciplinary action. The Spell Tags left over from the previous day should be thrown away in a
trashcan.

SCHOOLS OF MAGIC
SOLA R has two realms of magic: Celestial and Earth. There are three schools of Celestial
magic: Generalist, Elementalist and Confinist; and four schools of Earth Magic: Generalist,
Druidic, Healer, and Necromancer.
The first school a character chooses is called his or her Primary School of Magic. If the
character later decides to learn another school, that school is called his or her Secondary
School of Magic, and the third is his or her Tertiary School of Magic, and so on. The Spell
Slots (see the Skills section) for a character's Secondary School of Magic will cost more than
the Primary, and the Tertiary will cost more than the Secondary.

32 - The Game System of SOLAR


Celestial Generalist
The Celestial Generalist is a versatile offensive caster, with a wide variety of spells at their
disposal. Though they lack the spells and resists of the specialty classes, they still have more
than enough firepower when wielded correctly. Their utility spell selection that accompanies
their offensive capability more than completes this class, making them truly fearsome
opponents.

1st Level 4th Level 7th Level


Disarm Flame Bolt Age Limb
Empower Enchanted Blade Destroy Mind
Magic Missile Minor Spell Shield Drain Life
Shield Snare Ice Storm
Wall of Force
Wizard's Lock

nd th th
2nd Level 5th Level 8th Level
Armor Mage Armor Disjunction
Delayed Empower Mind Blast Dragon's Breath
Detect Magic Shatter Armor Major Spell Shield
Lightning Bolt Silence
Repulse Trance

rd th th
3rd Level 6th Level 9th Level
Dispel Lesser Magic Charm Circle of Power
Honesty Dispel Greater Magic Doom
Ice Bolt Lightning Storm Ward
Shatter Reflect Magic
Trap Web

The Game System of SOLAR - 33


Elementalist
The Elementalist is purely a vehicle of destruction, with a wider variety of elemental spells at
their disposal than their Generalist brethren, they can solve nearly any problem with elemental
damage, lots of it. The upper tier of their spell selection makes them formidable in combat,
but due to their lack of "one-shot" kill spells, they tend to find themselves casting more often
than Confinists and Generalists. The utility spells available to the Elementalist are similar to
those of the Generalist, with the addition of shields specifically against elemental damage and
to enchant weapons with elemental damage.

1st Level 4th Level 7th Level


Disarm Flame Bolt Age Limb
Empower Enchanted Blade Drain Life
Elemental Dart Elemental Blade Ice Storm
Shield Minor Spell Shield Wizard Lock

2nd Level 5th Level 8th Level


Armor Fire/Cold/Lightning Shield Disjunction
Delayed Empower Elemental Arrow Dragon's Breath
Detect Magic Mage Armor Elemental Shield
Lightning Bolt Trance Major Spell Shield
Silence Storm Blade

3rd Level 6th Level 9th Level


Dispel Lesser Magics Charm Circle of Power
Elemental Burst Dispel Greater Magics Elemental Blast
Ice Bolt Elemental Maelstrom Elemental Fury
Shatter Lightning Storm Ward
Reflect Magic

34 - The Game System of SOLAR


Confinist
If the elemental is a vehicle of destruction then the Confinist is what stops his rampage, with
his large variety of confining spells, he is a deadly caster to all but the largest of prey. His
greater variety of confining spells makes him formidable against most foes but his lack of
elemental damage can be a hindrance against foes strong enough to break his magics or
immune to his other available spells. The utility spells available to the Confinist are similar to
those available to that of the Generalist, with the addition of spells to grant him armor of force
and protection from confining spells.

1st Level 4th Level 7th Level


Disarm Minor Spell Shield Age Limb
Empower Enchanted Blade Drain Life
Shield Slow Force Armor
Snare Stasis
Wall of Force
Wizard Lock

2nd Level 5th Level 8th Level


Armor Mage Armor Disjunction
Delayed Empower Mind Blast Force Shield
Detect Magic Shatter Armor Imprison
Silence Major Spell Shield
Trance

3rd Level 6th Level 9th Level


Dispel Lesser Magics Charm Circle of Power
Shatter Dispel Greater Magics Doom
Trap Reflect Magic Shackle
Web Ward

The Game System of SOLAR - 35


Earth Generalist
The Earth Generalist has the ability to cast healing, harming, and protective magics. Though
not as offensively capable as Celestial casters, he trades that offensive ability for the ability to
heal himself and his comrades, whether they are tainted or not. Though their spell selection is
a bit slimmer than the earth specialty classes, they trade that limited selection for the freedom
of choice in moral issues and associations --- being able to call upon death, life, and chaos.

1st Level 4th Level 7th Level


Bless/Corrupt Cure/Cause Serious Wounds Friendship
Cure/Cause Light Wounds Greater Endow Remedy
Fumble Spell Protection Restore Limb / Wither Limb
Light Weakness Spirit Armor/Armor of the Dead

2nd Level 5th Level 8th Level


Cure/Cause Wounds Bind / Unbind Defend
Endow Mute Curse / Remove Curse
Pin Purify Blood / Poison Renew / Waste
Repel Undead Sleep Paralyze / Unparalyze
Toxin Shield

3rd Level 6th Level 9th Level


Cure/Cause Disease Cure/Cause Critical Wounds Circle of Protection
Destroy Destroy Armor Life / Death
Fear/Remove Fear Disrupt Enchantments Proscribe Creature
Greater Bless/Corrupt Mistform/ Shadowform
Repel Being Return Magic
Truth/Lie

36 - The Game System of SOLAR


Druid
Druids are protectors of the wilderness, maintaining a similar spell selection to that of the
Earth Generalist. Druids are able to cast both curing and harming magics, maintaining that
both are part of the balance of nature, however they see necromancy as an abomination.
Thought they have no undead-specific spells to aid them in their protection of all things
natural, they have several specific to them which enables them to befriend animals, entangle
their quarry, and increase the toughness of their skin to that of bark. Once a druid reaches his
first 6th level spell, he gains Animal Empathy for free. Druids have a moral code with which to
follow and the breaking of this will cost the Druid his class or bring other in-play repercussions.

1st Level 4th Level 7th Level


Bless/Corrupt Cure/Cause Serious Wounds Barkskin
Cure/Cause Light Wounds Greater Endow Friendship
Fumble Spell Protection Restore/Wither Limb
Light Wall of Thorns Spirit Armor/Armor of the Dead
Weakness

nd th th
2nd Level 5th Level 8th Level
Cure/Cause Wounds Bind/Unbind Defend
Endow Mute Curse / Remove Curse
Pin Purify Blood/Poison Renew / Waste
Speak with Animals Sleep Paralyze / Unparalyze
Toxin Shield

rd th th
3rd Level 6th Level 9th Level
Cure/Cause Disease Cure/Cause Critical Wounds Life/Death
Destroy Destroy Armor Proscribe Creature
Entangle Disrupt Enchantments Spirit of the Ent
Fear/Remove Fear Mistform/Shadowform
Greater Bless/Corrupt Return Magic
Truth/Lie

The Game System of SOLAR - 37


Healer
The Healer gains the benefit that he can heal nearly anyone, regardless of taints or otherwise.
Not only does the Healer's magic work on nearly anyone, it actually heals them for twice the
amount that a similar spell cast from a Druid/Healer/Necromancer would, providing fast
healing for the Healer's friends. In addition to this, the healer may touch cast under another's
spell shields, thereby allowing their comrade to maintain his spell defenses without having to
recast them. Though a Healer has no strict moral code to abide by, the casting of chaos, or
necromancy with enchanted items or by formal magic will bring in-play repercussions, as well
as a loss of the healer’s magical ability until they have had the issue resolved. In addition to all
that they already benefit from, they also come equipped with an excellent selection of spells
with which to combat undead, should they so desire. As a further note, a Healer may cast
Life(E/D, 9) and Curative one-shots and per days from items to supplement his or her already
large healing arsenal.

1st Level 4th Level 7th Level


Bless Heal Serious Wounds Destroy Undead
Heal Light Wounds Greater Endow Friendship
Fumble Preserve Remedy
Light Spell Protection Spirit Armor
Turn Undead
Weakness

nd th th
2nd Level 5th Level 8th Level
Heal Wounds Bind/Unbind Defend
Endow Mute Curse/Remove Curse
Pin Cleanse Blood Heal Mortal Wounds
Repel Undead Sleep Paralyze/Unparalyze
Toxin Shield

3rd Level 6th Level 9th Level


Cleanse Disease Heal Critical Wounds Annihilate Undead
Destroy Destroy Armor Circle of Protection
Fear/Remove Fear Disrupt Enchantments Revive
Greater Bless Mistform Proscribe Creature
Healing Hands Return Magic
Repel Being Zone of Life
Truth/Lie

38 - The Game System of SOLAR


Necromancers
The Necromancer can harm nearly anything that lives with his range of spells, but the trade
off is that he can heal very few people, and possibly not even himself. The spell repertoire
available to Necromancers makes them quite possibly the most formidable opponents to be
found, with quick to kill spells and spells for easy disposal of bodies, they are to be approached
with caution. Years of studying creatures of undeath grants them spells that allow them to
create, control, destroy, and heal undead with the greatest of ease. As a further note, a
Necromancer may cast his or her Imbue Death(N, 9) spell as a Death(E/D, 9) spell if it is
used for the purposes of “healing” a desecrated character or undead. A necromancer may
also cast the Death(E/D, 9) spell from one-shots and per days.

1st Level 4th Level 7th Level


Corrupt Cause Serious Wounds Bone Armor
Cause Light Wounds Control Undead Create/Destroy Undead
Fumble Decay Greater Control Undead
Inflict Light Wounds Greater Endow Wither Limb/Restore Limb
Light Inflict Serious Wounds Armor of the Dead
Preserve
Spell Protection
Weakness

nd th th
2nd Level 5th Level 8th Level
Cause Wounds Mute Defend
Elude Undead Inflict Poison Curse / Remove Curse
Endow Toxin Shield Inflict Mortal Wounds
Inflict Wounds Waste
Pin Paralyze / Unparalyze

3rd Level 6th Level 9th Level


Inflict Disease Cause Critical Wounds Circle of Protection
Destroy Destroy Armor Create Ghoul
Fear Disrupt Enchantments Imbue Death
Greater Corrupt Inflict Critical Wounds Proscribe Creature
Soul Drain Shadowform
Truth/Lie Return Magic
Zone of Death

The Game System of SOLAR - 39


SPELL ATTRIBUTES
All spells listed in the spell description section will have the name of the spell, what level it is,
what school can cast it, its duration, and what type of spell it is.

Spell Durations Descriptions


Combat
A spell with this duration lasts until the caster has left the Combat Area, falls unconscious, or
one hour – whichever happens first. The Combat Area is defined by drawing a line between
the caster and the target that is not obstructed by a major structure or thick forest.

Concentration
A spell with this duration lasts as long as the caster maintains his concentration on the spell.
This is denoted by the caster holding his hand up. The caster may not participate in combat or
cast another spell while concentrating.

Instant
A spell with this duration has no defining duration. However, another spell or skill may be
required to reverse the Affect. For instance, a character hit by a Flame Bolt (C,4) will take 16
points of damage and would need someone who can repair armor or heal the body to
counteract the Affect.

Five Game Days


A spell with this duration lasts five (5) Game Days. A Game Day lasts from one Spell-
reset/Check-in to the next. A spell with this duration cast during the middle of a Game Day
will still only have four Game Days left after the next Spell-reset/Check-in. These days will
carry over to the next event

One Event
A spell with this duration lasts until the end of the event during which it is cast.

Length of Time
A spell with a length of time for its duration (i.e. 5 seconds, 10 minutes, 1 hour, etc.) lasts
for the specified length of time measured from the time of casting in real time.

Other
A spell with this duration will explain how long it lasts in the spell description

40 - The Game System of SOLAR


CELESTIAL SPELL DESCRIPTIONS
Note: To the far right of the black bar are 3 letters that are a quick reference for what school
of magic can cast that spell. “G” stands for Celestial Generalist, “C” stands for Confinist, and
“E” stands for Elementalist.

Age Limb
Level 7 G C E
Type: Metabolic Item: Y
Duration: 10 Minutes Scroll: Y
The Age Limb spell causes the limb specified by the caster to rapidly age and become infirm.
The victim may not use the aged limb to wield weapons, cast spells, or move about.

Armor
Level 2 G C E
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
The Armor spell provides eight (8) additional armor points to the target. These eight (8)
points are the first points of armor lost to damage. The Armor Spell can be combined and
worn with Armor of the Dead (E,7), Mage Armor (C,7), or Spirit Armor (E,7) spells. It may
not be combined with Barkskin (D,7), Bone Armor (N,7), Force Armor (C,7), or Shield
(C,1) spells.
As with normal armor, as long as this spell is active, it will protect a spell caster's verbals,
allowing him to cast spells while taking damage.

Charm
Level 6 G C E
Type: Mind Affecting Item: Y
Duration: 1 hour Scroll: Y
The Charm spell causes the target to treat the caster as though the caster is his best friend in
the world. The victim must stay by the caster's side and listen to his suggestions.
Although the caster is the victim's best friend, the victim will not mindlessly follow the caster's
orders, nor will he do anything which he would not normally do, unless the caster gives him a
very good [Link] the caster's party attacks the victim, the caster must give a convincing
reason why he is not helping to defend the victim, or the spell will be broken immediately.
A character already under the effects of a charm or friendship is not affected by a Charm
spell.

Circle of Power
Level 9 G C E
Type: Protection Item: Y
Duration:
Duration: 1 hour Scroll: N
The Circle of Power spell creates an impenetrable globe of force around the caster. No
weapons, spells, gases, or anything else may enter or leave the circle except air and spirits of
dead characters (unless the circle is set, see below).
To cast a Circle of Power, an unbroken circle (max. radius six feet) must be inscribed on the
ground around the caster, the verbal uttered, and the spell packet thrown on the ground at
the caster's feet.
Once cast, the caster must say "circle up" to raise the globe around him. While the circle is
up, spells may be cast within the circle but will not be able to affect anything outside the
circle.

The Game System of SOLAR - 41


The circle may be raised and lowered ("circle down") as many times as the caster deems
necessary. When the circle is down, it provides no protection for those inside the circle.
People, weapons, gases, spells, etc. may enter and leave the circle while it is lowered.
If a living being steps on a lowered circle, the circle will not rise when the caster says "circle
up". Undead, Constructs, or any creatures without spirits, however, will be thrown off in one
direction or the other. The player who is playing the Undead or Construct will choose the
direction.
While the circle is up, the caster may "set" the circle by saying "circle set". This will disallow
entry to or exit by the spirits of dead characters. The circle may not be lowered while set. The
caster must say "circle unset" to "unset" the circle, followed by "circle down" to lower it.
The spell is broken if the caster leaves the circle, dies, or falls unconscious before the hour is
up.

Delayed Empower
Level 2 G C E
Type: Enchantment Item: Y
Duration: 5 Game Days Scroll: Y
The Delayed Empower spell endows the recipient with extra strength. Unlike the Empower
spell, this spell may be saved until the character wishes to use it or the spell expires.
If used in conjunction with a swing, this spell adds two (2) points of damage to the character's
attack for one blow. The player must add the two points and call the appropriate damage
while swinging his weapon. This will not allow a character to affect a monster affected only by
magical damage.
The spell may be used in any other way that requires a great feat of strength. This includes,
but is not limited to: moving at full speed while carrying another character for ten (10)
seconds; throwing another character who is either willing, unconscious, or immobilized, up to
10 feet (throwing a character on a roof is not allowed).
More than one of this type of spell may be active on a character at a time (see chart), but
only one may be used at a time (only two points may be added by an Empower spell to any
one blow).

Destroy Mind
Level 7 G
Type: Mind Affecting Item: Y
Duration: Instant Scroll: Y
The Destroy Mind spell allows the caster to bypass the targets armor and do twenty (20)
points of damage directly to the body.
A Destroy Mind will not affect mindless creatures such as undead, constructs, and golems.

Detect Magic
Level 2 – Caster Only G C E
Type: Enchantment Item: Y
Duration: Instant Scroll: Y
The Detect Magic spell causes a magical item or active spell to glow. This glow is visible only
to the caster. To determine if an item is magical, the item in question must be touched for a
duration of three seconds. If the target of this spell is a character with any spells active on
them at the time, the caster will know all spells that are active on them.

42 - The Game System of SOLAR


Disarm
Level 1 G C E
Type: Disarming Item: Y
Duration: 5 seconds Scroll: Y
The Disarm spell allows a caster to disarm someone of any hand held item. The weapon must
be dropped to the ground and may not be picked up by the target player for five (5) seconds,
however, anyone else may pick it up. The exact item to be fumbled must be stated by the
caster. Saying, "I disarm you of your weapon" is not sufficient.
Spell packets are not in-game, and monsters' claws are attached to the monster, hence, they
may not be disarmed.

Disjunction
Level 8 G C E
Type: Dispelling Item: Y
Duration: Instant Scroll: Y
The Disjunction spell will dispel any spell of 8th level or lower. All spells within the area of
affect that can be dispelled, are dispelled. The area of affect for this spell is a door sized area,
so it may be cast on a wall, door, pile of items, etc.
Spell shields as (Defend (E,8), Major Spell Shield (C,8), will protect all other spells on the
target from being dispelled and act as they would toward any other spell. Spell shields of 6th
level or lower (Minor Spell Shield (C,4), Reflect Magic (C,6), Return Magic (E,6), or Spell
Protection (E,4), will be dispelled along with all other spells on the target.

Dispel Greater Magic


Level 6 G C E
Type: Dispelling Item: Y
Duration: Instant Scroll: Y
The Dispel Greater Magic spell will dispel any spell of 6th level or lower save, a Reflect Magic
(C,6) or Return Magic (E,6) spell.
Spell shields of 6th level and higher (Defend (E,8), Major Spell Shield (C,8), Reflect Magic
(C,6), and Return Magic (E,6) will protect all other spells on the target from being dispelled
and act as they would toward any other spell. Spell shields of 5th level or lower (Minor Spell
Shield (C,4), or Spell Protection (E,4) will be dispelled along with all other spells on the
target.

Dispel Lesser Magic


Level 3 G C E
Type: Dispelling Item: Y
Duration: Instant
Instant Scroll: Y
The Dispel Lesser Magic spell will dispel any spell of 3rd level or lower. All spells within the
area of affect that can be dispelled, are dispelled.
Spell shields of 4th level and higher (Defend (E,8), Major Spell Shield (C,8), Reflect Magic
(C,6), Return Magic (E,6), Minor Spell Shield (C,4), or Spell Protection (E,4)) will protect
all other spells on the target from being dispelled and will act as they would toward any other
spell.

The Game System of SOLAR - 43


Doom
Level 9 G C
Type: Death Item: Y
Duration: Instant
Instant Scroll: Y
The Doom spell causes a living character's spirit to leave his body. This spell bypasses any
armor and dispels all active spells on the victim. The Life (E,9), or Revive (H,9) spells are the
only way to save a non-desecrated character that has been slain by a Doom spell. Those
desecrated can only be saved by a Death (E,9), or Revive (H,9) spells.
If the victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor
(E,7), then he will not die but will be left with one (1) body point. All active spells will be
dispelled.

Dragon's Breath
Level 8 G E
Type: Elemental and Fire Item: Y
Duration: Instant Scroll: Y
The Dragon's Breath spell allows the caster to shoot a magical bolt of flame at a target, which
will do 32 points of magical damage. Due to its magical origin, it will not set anything on fire.

Drain Life
Level 7 G C E
Type: Metabolic Item: Y
Duration: 10 Minutes Scroll: Y
The Drain Life spell drains the majority of life energy from the victim, leaving only enough for
him to crawl. The victim may not fight, or cast spells. A Disjunction (C,8), Remedy (E,7), or
Renew (E,8) spell will restore the life force to the victim.
As no actual body points are taken with this spell, an attacker may not Killing Blow a character
who has had his life drained before subduing him (see Killing Blow in the Living and Dying
section)

Elemental Arrow
Level 5 E
Type: Elemental Fire/Ice/Lightning Item: Y
Duration: Instant Scroll: Y
The Elemental Arrow spell allows the caster to shoot a magical bolt of fire, ice or lightning at a
target, which will do 20 points of elemental damage.

Elemental Blade
Level 4 E
Type: Enchantment Item: Y
Duration: 5 Game Days Scroll: Y
The Elemental Blade spell is cast on a person and allows the target to add four (4) points of
damage for 3 consecutive swings with the type of element declared at casting. All damage
inflicted by this attack calls damage as fire, ice, or lightning (e.g. “6 ice!”). This spell may be
saved until the character wishes to use it or until the spell expires.

44 - The Game System of SOLAR


Elemental Blast
Level 9 E
Type: Elemental Fire/Ice/Lightning Item: Y
Duration: Instant Scroll: Y
The Elemental Blast spell allows the caster to shoot a magical bolt of fire, ice or lightning at a
target, which will do 50 points of elemental damage.

Elemental Burst
Level 3 E
Type: Elemental Fire/Ice/Lightning Item: Y
Duration: Instant Scroll: Y
Allows the caster the ability to throw three (3) "5 <element>" packets. Caster must throw
the three packets consecutively in no more than three second intervals.

Elemental Dart
Level 1 E
Type: Elemental Fire/Ice/Lightning Item: Y
Duration: Instant Scroll: Y
The Elemental Dart spell allows the caster to shoot a magical bolt of fire, ice or lightning at a
target, which will do 4 points of elemental damage.

Elemental Fury
Level 9 E
Type: Elemental Fire/Ice/Lightning Item: Y
Duration: Instant Scroll: Y
Allows the caster the ability to throw three (3) "20 <element>" packets. Caster must throw
the three packets consecutively in no more than three second intervals

Elemental Maelstrom
Level 6 E
Type: Elemental Fire/Ice/Lightning Item: Y
Duration: Instant Scroll: Y
Allows the caster the ability to throw three (3) "10 <element>" packets. Caster must throw
the three packets consecutively in no more than three second intervals.

Elemental Shield
Level 8 – Caster Only E
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
The Elemental Shield spell protects the caster from the next spell of fire/ice/lightning in
nature. The player must say "Flash – Elemental Shield" to denote that the spell shield
absorbed the spell and dissipated. This spell defense will be affected before a general spell
shield. (see Spell Defenses)

Empower
Level 1 G C E
Type: Enchantment Item: Y
Duration: 5 Game Days Scroll: Y
The Empower spell endows the recipient with extra strength. This strength will be used in the
next feat the character performs which requires more than his average strength (i.e., it will not
be used for the character's next step but will be used for the character's next blow with his

The Game System of SOLAR - 45


weapon). This will not allow a character to affect a monster that is only affected by magical
damage.
If used in conjunction with a swing, this spell adds two (2) points of damage to the character's
attack for one blow. The player must add the two points and call the appropriate damage
while swinging his weapon.
The spell may be used in any other way that requires a great feat of strength. This includes,
but is not limited to: moving at full speed while carrying another character for ten (10)
seconds; throwing another character who is either willing, unconscious, or immobilized, up to
10 feet (throwing a character on a roof is not allowed). More than one of this type of spell
may be active on a character at a time, but only one may be used at a time (only two points
may be added by an Empower spell to any one blow).

Enchanted Blade
Level 4 G C E
Type: Enchantment Item: Y
Duration: 5 Game Days Scroll: Y
The Enchanted Blade spell is cast on a person and allows the target to add two (2) points of
damage to three consecutive swings. All damage inflicted by this attack is magical, so call
damage as "x-magic!". This spell may be saved until the character wishes to use it or until the
spell expires.

Fire/Cold/Lightning Shield
Level 5 E
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
The Fire/Cold/Lightning Shield Spell protects the recipient from the next chosen elemental-
based attack. The player must say "Flash – Fire/Cold/Lightning Shield" to denote that the
spell shield absorbed the spell and dissipated. The caster must decide at time of casting which
element he wants to be protected against. This spell cannot be worn with an Elemental Shield.
This spell defense will be affected before a general spell shield. (see Spell Defenses)

Flame Bolt
Level 4 G E
Type: Elemental and Fire Item: Y
Duration: Instant Scroll: Y
The Flame Bolt spell allows the caster to shoot a magical bolt of flame at a target, which will
do 16 points of magical damage. Due to its magical origin, it will not set anything on fire.

Force Armor
Level 7 - Caster Only C
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
Grants the caster fifteen (15) points of armor.
As with normal armor, as long as this spell is active, it will protect a spell caster's verbals,
allowing him to cast spells while taking damage.

46 - The Game System of SOLAR


Force Shield
Level 8 – Caster Only C
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
This spell protects the caster from the next confining based attack. The player must say "Flash
– Force Shield" to denote that the spell shield absorbed the spell and dissipated. This shield is
affected before spell shields but after cloaks.

Honesty
Level 3 G C E
Type: Mind Affecting Item: Y
Duration: 1 Hour Scroll: Y
The Honesty spell requires the target character to answer the next three yes or no questions
asked of him, by the caster, truthfully. The target may, however, choose not to answer any or
all of those questions. The spell is active until the three questions have been asked or until the
hour expires.
If a character has an Honesty spell active when a Lie (E,3) spell is cast upon him, the spells
will cancel each other on a question-by-question basis. This means that if a character has not
answered any questions since the Honesty spell was cast, he would be able to answer the
questions any way he wishes. If, however, the target character had already answered one
question truthfully, the other two would only cancel two of the questions from the Lie spell,
and he would have to answer the last question falsely.

Ice Bolt
Level 3 G E
Type: Elemental and Ice Item: Y
Duration: Instant Scroll: Y
The Ice Bolt spell allows the caster to shoot a magical bolt of ice at a target, which will do 12
points of magical damage.

Ice Storm
Level 7 G E
Type: Elemental
Elemental and Ice Item: Y
Duration: Instant Scroll: Y
The Ice Storm spell allows the caster to call forth a storm of ice from the sky and direct it at a
target. The storm will do 28 points of magical damage.

Imprison
Level 8 C
Type: Confining Item: Y
Duration:
Duration: Combat Scroll: Y
The Imprison spell allows the caster to surround the target with a form-fitting wall of force.
This wall of force may be lowered by the caster, but doing so terminates the spell. While
imprisoned, the target may hear everything but may not move or speak. Only the caster may
kill the imprisoned being by giving it a Killing Blow. No other character or monster can do
damage to the victim of this spell, even if the victim is in the process of "breaking" it. A being
that is imprisoned is not rooted to the ground and may be carried. The caster may also killing
blow creatures with the Imprison itself, even those requiring magic to hit them.
It takes 10 seconds, superhuman strength of +10 or greater to break an Imprison, and doing
so causes the target 25 points of damage.

The Game System of SOLAR - 47


Lightning Bolt
Level 2 G E
Type: Elemental and Lightning Item: Y
Duration: Instant Scroll: Y
The Lightning Bolt spell allows the caster to shoot a magical bolt of lightning at a target, which
will do eight (8) points of magical damage. It will not, however, spark a fire.

Lightning Storm
Level 6 G E
Type: Elemental and Lightning Item: Y
Duration: Instant Scroll: Y
The Lightning Storm spell allows the caster to call forth a storm of lightning from the sky and
direct it at a target. The storm will do 24 points of magical damage. It will not, however,
spark a fire.

Mage Armor
Level 5 G C E
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
A Mage Armor will protect the non-desecrated wearer from a Death (E,9), Doom (C,9), or
Imbue Death (N,9) spell, Critical Slay, or Fatal Blow. And will protect the desecrated wearer
from a Doom (C,9), Imbue Death (N,9), or Life (E,9) spells, Critical Slay or Fatal Blow.
However, the character will have only one Body Point left, and the Mage Armor will no
longer be active. A Mage Armor will also prevent a character from being knocked unconscious
as the result of a Waylay, an Endowed or Empowered Waylay, or a Magical Waylay. The
Waylay will still do the appropriate body damage to the victim. And the Mage Armor will be
expended.
An Endowed Magical Waylay will waylay through any protection short of toughness or
threshold. This will also expend the Mage Armor spell.

Magic Missile
Level 1 G
Type: Elemental Item: Y
Duration: Instant Scroll: Y
The Magic Missile spell allows the caster to shoot a magical missile at a target, which will do
four (4) points of magical damage.

Major Spell Shield


Level 8 G C E
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
The Major Spell Shield spell protects the recipient from the next spell of 8th level or below
cast upon him. If the level of that next spell is 3rd through 8th, the player must say "Flash" to
denote that the spell shield absorbed the spell and dissipated.
However, if the level of that next spell is 1st or 2nd, the spell shield will absorb the spell but
will not be dissipated. The player wearing the Major Spell Shield must say "Flash" when hit
with a 1st or 2nd level spell.

48 - The Game System of SOLAR


Mind Blast
Level 5 G C
Type: Mind Affecting Item: Y
Duration: Instant
Instant Scroll: Y
The Mind Blast spell allows the caster to bypass the targets armor and do ten (10) points of
damage directly to the body.
A Mind Blast will not affect mindless creatures such as undead, constructs, and golems.

Minor Spell Shield


Level 4 G C E
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
The Minor Spell Shield spell protects the recipient from the next spell of 4th level or below
cast upon him. If the level of that next spell is 4th level or below, the player must say "Flash"
to denote that the Spell Shield absorbed the spell and dissipated.
If that next spell is greater than 4th level, it will act as if no shield were there and will dissipate
the Minor Spell Shield.

Reflect Magic
Level 6 G C E
Type: Protection Item: Y
Duration:
Duration: 5 Game Days Scroll: Y
The Reflect Magic spell protects the recipient from the next spell of 6th level or below cast
upon him by reflecting the spell back at the caster. If the level of that next spell is 6th level or
below, the player must say "Reflect" to denote that the spell shield reflected the spell and
dissipated. The character wearing the Reflect Magic spell is considered the caster of the
reflected spell.
If that next spell is greater than 6th level, it will act as if there were no Reflect and will
dissipate the Reflect Magic spell.

Repulse
Level 2 G C
Type: Repelling Item: Y
Duration: Concentration Scroll: Y
The Repulse spell causes the target to remain at least ten (10) feet away from the caster. The
caster must hold a hand up with the palm of his hand toward the target. The caster may not
participate in combat or cast another spell while the Repulse spell is active.
Undead and elementals are unaffected by this spell.

Shackle
Level 9 C
Type: Enchantment Item: Y
Duration: Combat Scroll: Y
Binds the target to this plane in a corporeal state, the target may not phase, rift, teleport,
jump into shadows, etc. Only means of escaping is to leave the combat area. This spell does
not affect gaseous, Mist or Shadowform.

The Game System of SOLAR - 49


Shatter
Level 3 G C E
Type: Destruction
Destruction Item: Y
Duration: Instant Scroll: Y
The Shatter spell allows the caster to shatter an item and render it completely useless. It may
be cast on any weapon, shield, or item up to "shield" size. It will not make a hole the size of a
shield in a larger object. This spell also causes 20 points of damage to skeletal undead or
creatures made of metal.
This spell will not affect any enchanted, gilded, adamantine, or mithral item.

Shatter Armor
Level 5 G C
Type: Destruction Item: Y
Duration: Instant Scroll: Y
The Shatter Armor spell will shatter the target's armor, rendering it completely useless. The
target's Armor Points will be reduced to zero. This spell also causes 40 points of damage to
skeletal undead or creatures made of metal.
This spell will not affect any magically enchanted, gilded, or mithral armor. The Armor of the
Dead (E,7), Mage Armor (C,5), Spirit Armor (E,7), Shield (C,1), and Armor (C,2) spells
will protect the armor from being destroyed but will be used up in the process.

Shield
Level
Level 1 G C E
Type: Protection Item: Y
Duration: 5 Game Days Scroll: Y
The Shield spell endows the recipient with four (4) extra Armor Points. These additional
points are the first Armor Points lost to damage. The shield spell can be combined and worn
with Armor of the Dead (E,7), or Spirit Armor (E,7) spells. It may not be combined with
Armor (C,2), Barkskin (D,7), Bone Armor (N,7), or Force Armor (C,7) spells.
As with normal armor, as long as this spell is active, it will protect a spell caster's verbals,
allowing him to cast spells while taking damage.

Silence
Level 5 G C E
Type: Silencing Item: Y
Duration: 10 Minutes Scroll: Y
The Silence spell seals the lips of the target so he may not speak. The target may not cast
spells or speak with anyone. However, he must still call damage in combat and announce spell
affects (i.e. "Flash", "Reflect", etc.).

Slow
Level 4 C
Type: Enchantment Item: Y
Duration: Combat Scroll: Y
The target of this spell is reduced to half speed, making him unable to run or use the Dodge
skill. This spell has no affect on targets that are already at half speed.

50 - The Game System of SOLAR


Snare
Level 4 G C
Type: Confining Item: Y
Duration: Combat Scroll: Y
The Snare spell binds the arms of the target to his sides. The target may not cast spells or use
any weapons or shields. Since this spell does not affect the target's feet, he may still walk or
run and may leave the area.
It takes 4 seconds, superhuman strength of +4 or greater to break a Snare, and doing so
causes the target 6 points of damage.

Stasis
Level
Level 7 – Caster Only C
Type: Enchantment Item: N
Duration: 10 Minutes Scroll: N
This spell locks the caster into a stasis, making him impervious to all outside events. While in
Stasis, the character may ONLY cast spells upon himself and is not affected by anything save
Disjunction (G,8), which returns the caster to normal form. He is completely immobile and
cannot be moved by any other force.
A character in stasis may not interact with his surroundings in any way. He may hear but not
speak. To represent stasis, the player must remain motionless with arms crossed over his head.
It is readily apparent that he is in stasis.

Storm Blade
Level 8 – Caster Only E
Type: Enchantment Item: Y
Duration: 5 Game Days Scroll: Y
The Storm Blade spell allows the caster to add eight (8) points of elemental-based damage for
3 consecutive swings. This spell may be saved until the character wishes to use it or until the
spell expires. When calling damage while using this, the character should call "cold, flaming,
lightning" (e.g. "10-cold!")

Trance
Level 5 G C E
Type: Mind Affecting Item: Y
Duration: 10 Minutes Scroll: Y
The Trance spell causes the target to fall into a deep trance. He may only be awakened by
shaking for 10 seconds, by dispelling the spell, or by allowing it to run its course.
This spell does not affect mindless beings such as undead, constructs, or golems.

Trap
Level 3 G C
Type: Confining Item: Y
Duration: Combat Scroll: Y
The Trap spell will cause the target's right foot to be pinned to the ground. The target may
pivot on the pinned foot but may not move it.
It takes 2 seconds, superhuman strength of +2 or greater to break a Trap, and doing so
causes the target 3 points of damage.

The Game System of SOLAR - 51


Wall of Force
Level 7 G C E
Type: Protection Item:
Item: Y
Duration: Combat Scroll: Y
By scribing a line in the ground no more than ten (10) feet wide and saying the verbal, this
spell creates a translucent wall as wide as the line drawn with a height of (8) feet. The wall
may be raised and lowered by the caster at will if within arms reach. Only air and the spirits of
dead characters may move through the barrier. Once the caster leaves the combat area the
wall is dispelled.

Ward
Level 9 G C E
Type: Protection Item: Y
Duration: 1 Event Scroll: N
The Ward spell allows the caster to seal a room or building (cannot be cast on any moveable
objects such as chests). If someone were to look through an opening in the door or building
(i.e., window, door, hole, etc.), he would see a translucent field covering the opening. Only
air and the spirits of dead characters may move through the barrier.
When the spell is cast, a lock with a unique key in it must be placed somewhere in the building
which the Ward occupies. Once cast, the key must be removed from the lock to raise the
Ward. While the Ward is up, spells may be cast within it but will not be able to affect anything
outside of the Ward.
Placing the key in the lock will lower the Ward, and it will remain lowered as long as the key is
in the lock. The Ward may be raised and lowered as many times as necessary. When the Ward
is down, it provides no protection for those inside the Ward. People, weapons, gases, spells,
etc. may enter and leave the Ward while it is lowered.
The key must be uniquely constructed and approved by Logistics at Check-in. It is generally
made of two pieces of wood designed to fit together. There are also some for sale. Without an
approved Ward Key, one does not have a Ward.
If a living being steps on a Ward while it is lowered, the Ward will not rise when the key is
removed. Non-living creatures (i.e., undead, golems, etc.), however, will be thrown off in one
direction or the other. The person playing the creature will choose the direction.

Web
Level 6 G C
Type: Confining Item: Y
Duration: Combat Scroll: Y
The Web spell allows the caster to immobilize his target from the neck down. The target may
still turn his head and talk. While trapped, the target may be given a Killing Blow (see Killing
Blow in the Living and Dying section). The caster may also killing blow creatures with the
Imprison itself, even those requiring magic to hit them. The web may not be cut. Any damage
done to the web will be applied to the victim instead.
It takes 6 seconds, superhuman strength of +6 or greater to break a Web, and doing so
causes the target 12 points of damage.

52 - The Game System of SOLAR


Wizard's Lock
Level 7 G C E
Type: Protection Item: Y
Duration: 1 Event Scroll: N
The Wizard's Lock spell allows the caster to seal a room or building. However, unlike the
Ward (C,9) spell, the Wizard's Lock spell may be cast on a moveable object such as a chest or
anything that can be logically locked. If someone were to look through an opening in the door
or building (i.e. window, door, hole, etc.), he would see a translucent field covering the
opening. Only air and the spirits of dead characters may move through the barrier.
When the spell is cast, a lock with a unique key in it must be placed somewhere in the
building/item which the Wizard's Lock occupies. Once cast, the key must be removed from
the lock to raise the Wizard's Lock. While the Wizard's Lock is up, spells may be cast within it
but will not be able to affect anything outside of the Wizard's Lock.
Placing the key in the lock will lower the Wizard's Lock, and it will remain lowered as long as
the key is in the lock. The Wizard's Lock may be raised and lowered as many times as
necessary. When the Wizard's Lock is down, it provides no protection for those inside the
Wizard's Lock. People, weapons, gases, spells, etc. may enter and leave the Wizard's Lock
while it is lowered.
The key must be uniquely constructed and approved by Logistics at Check-in. It is generally
made of two pieces of wood designed to fit together. There are also some for sale. Without an
approved key, one does not have a Wizard's Lock.
If a living being steps on a Wizard's Lock while it is lowered, the Wizard's Lock will not rise
when the key is removed. Non-living creatures (i.e. undead, golems, etc.), however, will be
thrown off in one direction or the other. The person playing the creature will choose the
direction.

The Game System of SOLAR - 53


Celestial Spell Reference Chart

t
lis
f t
o n is

ta
em t
El inis
C ral

en
l

e
ve

en
Spell Name Spell Verbal Damage Type Duration

Le

G
Age Limb 7 I call upon time to age your <Limb>. X X X Metabolic 10 Minutes
I draw upon celestial arts to grant you an
Armor 2 armor to protect you.
8 Armor X X X Protection 5 Game Days

Charm 6 I charm you to do my bidding. X X X Mind Affecting 1 hour


I cast a circle of power about me; let none
Circle of Power 9 enter here.
X X X Protection 1 hour
I call upon Celestial arts to empower you
Delayed Empower 2 with a delayed empower.
X X X Enchantment 5 Game Days

Destroy Mind 7 With mental might I destroy your mind. 20 Body X Mind Affecting Instant
I call upon the mystic forces to detect all
Detect Magic 2 magics before me.
X X X Enchantment Instant

Disarm 1 I disarm you of your <item>. X X X Disarming 5 Seconds


I disjunct all magics with the power of
Disjunction 8 entropy.
X X X Dispelling Instant
I call forth entropy to dispel all greater
Dispel Greater Magic 6 magics before me.
X X X Dispelling Instant
I call upon entropy to dispel all lesser
Dispel Lesser Magic 3 magics before me.
X X X Dispelling Instant
Dead unless
Doom 9 I set your doom upon you.
protected
X X Death Instant

Dragon's Breath 8 I call upon the Dragon's breath. 32 X X Elemental Instant

Drain Life 7 With vampyric power, I drain your life. X X X Metabolic 10 Minutes
I summon forth an elemental arrow of 20 pts
Elemental Arrow 5 "element". "<element>"
X Elemental Instant
I call upon elemental cold/fire/lightning to +4 <element>
Elemental Blade 4 enchant your blade with ice/fire/lightning. for 3 swings
X Enchantment 5 Game Days
50 pts
Elemental Blast 9 I call forth an elemental blast of "element".
"<element>"
X Elemental Instant
I summon forth a burst from the plane of 3x "5
Elemental Burst 3 <element>. <element>"
X Elemental Instant
I smite you with an elemental dart of
Elemental Dart 1 "element".
4 pts X Elemental Instant
I summon forth a fury from the plane of 3x "20
Elemental Fury 9 <element>. <element>"
X Elemental Instant
I summon forth a maelstrom from the plane 3x "10
Elemental Maelstrom 6 of <element>. <element>"
X Elemental Instant
I grant you immunity to the elements that
Elemental Shield 8 you may have a shield to protect you.
X Protection 5 Game Days
I empower you that you have the strength first swing +2
Empower 1 of giants. damage
X X X Enchantment 5 Game Days
I call upon celestial arts to enchant your +2 "magic" for
Enchanted Blade 4 blade with magic. 3 swings
X X X Enchantment 5 Game Days
I grant you immunity to "element" that you
Fire/Cold/Lightning Shield 5 may have a shield to protect you.
X Protection 5 Game Days

Flame Bolt 4 I call forth a flame bolt. 16 X X Elemental Instant


I stike upon the eldritch anvil to forge an
Force Armor 7 armor of force to protect me.
X Protection 5 Game Days
May this shield protect you from the forces
Force Shield 7 of confinement.
X Protection 5 Game Days
I charge you with honesty to reveal the
Honesty 3 answers I seek.
X X X Mind Affecting 1 Hour

54 - The Game System of SOLAR


Celestial Spell Reference Chart

t
lis
El fini t
on lis

ta
em st
en
C era
el

en
v
Spell Name Spell Verbal Damage Type Duration
Le

G
Ice Bolt 3 I strike you with an ice bolt. 12 X X Elemental Instant

Ice Storm 7 From the north I call an ice storm forth. 28 X X Elemental Instant

Imprison 8 I imprison you with eldritch force. X Confining Combat

Lightning Bolt 2 I summon forth a lightning bolt. 8 X X Elemental Instant


I call down a storm of thunder and
Lightning Storm 6 lightning.
24 X X Elemental Instant
I cast an eldritch force upon you, mage
Mage Armor 5 armor to protect you.
X X X Protection 5 Game Days

Magic Missile 1 I smite you with a magic missile. 4 X Elemental Instant


This charm will give you a major spell
Major Spell Shield 8 shield to protect you.
X X X Protection 5 Game Days

Mind Blast 5 I release a bolt to mind blast my foe. 10 body X X Mind Affecting Instant
This charm will give you a minor spell
Minor Spell Shield 4 shield to protect you.
X X X Protection 5 Game Days
I give you a charm to reflect magic sent
Reflect Magic 6 against you.
X X X Protection 5 Game Days
Hand Held
Repulse 2 I repulse this being from me. X X Repelling
Up
I bind you to this plane with shackles of
Shackle 9 force.
X Enchantment Combat

Shatter 3 I summon a force to shatter your <item>. X X X Destruction Instant

Shatter Armor 5 I shatter armor as I would glass. X X Destruction Instant


I weave a mystic force to shield you from
Shield 1 harm.
4 Armor X X X Protection 5 Game Days

Silence 5 I bind your throat with a cord of silence. X X X Silencing 10 Minutes

Slow 4 I dam the flow of time to slow your body. X Enchantment Combat

Snare 4 With mystic force I snare your arms. X X Confining Combat

Stasis 7 I dam the flow of time to lock into stasis X Enchantment 10 Minutes
I forge your blade with a storm of +8 <element>
Storm Blade 8 "element". for 3 swings
X Enchantment 5 Game Days

Trance 5 I drop you into a trance. X X X Mind Affecting 10 Minutes

Trap 3 I trap you where you stand. X X Confining Combat

Wall of Force 7 I build a wall of force barring all entry. X X X Protection Concentration
I form a ward about this place so that only
Ward 9 the possessor of the key may enter.
X X X Protection 1 Event

Web 6 A web of force will seal your fate. X X Confining Combat


I build a wizard's lock that none may enter
Wizard's Lock 7 without the key.
X X X Protection 1 Event

The Game System of SOLAR - 55


EARTH SPELL DESCRIPTIONS
Reversible Spells
Many of the spells from some of the schools of Earth Magic are reversible (e.g. Purify Blood
(E,5) and Poison (E,5)). These types of spells do not have to be learned or memorized
separately. The decision of how the spell is used is chosen at the time of casting by stating the
appropriate verbal.
Note: To the far right of the black bar are 4 letters that are a quick reference for what school
of magic can cast that spell. “G” stands for Earth Generalist, “D” stands for Druid, “H” stands
for Healer, and “N” stands for Necromancer.

Annihilate Undead
Level 9 H
Type: Undead Destruction Item: Y
Duration: Instant Potion: N
The Annihilate Undead spell allows the caster to destroy, utterly, one Lesser Undead,
regardless of protections it is wearing. The affected undead, once destroyed, cannot be
brought back by any means, not even by a Death (E,9) spell.
This spell will do 75 points of damage to a Greater Undead, even if it is protected by an
Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7).
This spell will not affect living beings, although if a killing blown desecrated target is hit with it,
the body will be turned to dust. He must immediately go resurrect.

Armor of the Dead


Level 7 G D N
Type: Chaos and Protection Item: Y
Duration: 5 Game Days Potion: Y
An Armor of the Dead will protect the non-desecrated wearer from a Death (E,9), Doom
(C,9), or Imbue Death (N,9) spell, Critical Slay, or Fatal Blow. And will protect the
desecrated wearer from a Doom (C,9), Imbue Death (N,9), or Life (E,9) spells or a Critical
Slay. However, the character will have only one Body Point left, and the Armor of the Dead
will no longer be active. An Armor of the Dead will also prevent a character from being
knocked unconscious as the result of a Waylay, an Endowed or Empowered Waylay, or a
Magical Waylay. The Waylay will still do the appropriate body damage to the victim.
An Armor of the Dead spell may be cast upon a dead body to negate the effects of the first
Life (E,9) or Revive (H,9) spell.

Reversible: Spirit Armor (G,D)

Barkskin
Level 7 - Caster only D
Type: Protection Item: Y
Duration: 5 Game Days Potion: N
Grants the caster fifteen (15) points of armor.
As with normal armor, as long as this spell is active, it will protect a spell caster's verbals,
allowing him to cast spells while taking damage.

56 - The Game System of SOLAR


Bind
Level 5 G D H
Type: Confining Item: Y
Duration: Combat Potion: N
The Bind spell binds the arms of the target to his sides. The target may not cast spells or use
any weapons or shields. Since this spell does not affect the targets feet, he may still walk, run,
and may leave the area.
It takes 4 seconds, superhuman strength of +4 or greater to break a Bind, and doing so
causes the target 6 points of body damage.

Reversible: Unbind (G, D)

Bless
Level 1 G D H
Type: Enchantment Item: Y
Duration: 5 Game Days Potion: Y
The Bless spell endows the recipient with four (4) extra Body Points but cannot be used to
revive an unconscious person. These Body Points are the first Body points lost to damage.

Reversible: Corrupt (G, D)

Bone Armor
Level 7 - Caster Only N
Type: Protection Item: Y
Duration: 5 Game Days Potion: N
Grants the caster fifteen (15) points of armor.
As with normal armor, as long as this spell is active, it will protect a spell caster's verbals,
allowing him to cast spells while taking damage.

Cause Critical Wounds


Level 6 G D N
Type: Chaos Item: Y
Duration: Instant Potion: Y
This spell will heal (16) points of body to those that are desecrated, or restore a desecrated
unconscious character to consciousness. The Cause Critical Wounds spell also allows the caster
to bypass a target's armor and do sixteen (16) points of damage to those targets that are
healed by normal means. This spell will cure 32 Body Points of damage to an undead
creature.

Reversible: Cure Critical Wounds (G, D)

Cause Disease
Level 3 G D N
Type: Chaos and Metabolic Item: Y
Duration: 1 Hour Potion: Y
The Cause Disease spell will infect the non-desecrated victim with a non-contagious, yet lethal,
disease. If not cured within one (1) hour, the victim will die. The disease may be cured by a
Cure Disease (E,3), Remedy (E,7), or Renew (E,8) spell. Or will cure a desecrated target of
any disease he has been inflicted with. While diseased, a character can fight but does so at –2
damage and cannot run or use the Dodge skill. Reversible: Cure Disease (G, D)

The Game System of SOLAR - 57


Cause Light Wounds
Level 1 G D N
Type: Chaos Item: Y
Duration: Instant Potion: Y
The Cause Light Wounds spell allows the caster to bypass the target's armor and do two (2)
points of damage directly to the body, or will heal (2) points of body to those that are cured
by chaos. This spell will heal four (4) Body Points of an undead creature.

Reversible: Cure Light Wounds (G, D)

Cause Serious Wounds


Level 4 G D N
Type: Chaos Item: Y
Duration: Instant Potion: Y
The Cause Serious Wounds spell allows the caster to bypass the target's armor and do eight
(8) points of damage directly to the body, or will heal (8) points of body to those that are
cured by chaos. This spell will heal sixteen (16) Body Points of an undead creature.

Reversible: Cure Serious Wounds (G, D)

Cause Wounds
2nd Level G D N
Type: Chaos Item: Y
Duration: Instant Potion: Y
The Cause Wounds spell allows the caster to bypass the target's armor and do four (4) points
of damage directly to the body, or will heal (4) points of body to those that are cured by
chaos. This spell will heal eight (8) Body Points of an undead creature.

Reversible: Cure Wounds (G, D)

Circle of Protection
9th Level G H N
Type: Protection Item: Y
Duration: Other (1 hour) Potion: N
The Circle of Protection spell creates an impenetrable globe of force around the caster. No
weapons, spells, gases or anything else may enter or leave the circle, except air and spirits of
dead characters (unless the circle is set, see below).
To cast a Circle of Protection, an unbroken circle (max. radius six feet) must be inscribed on
the ground around the caster, the verbal uttered, and the spell packet thrown on the ground
at the caster's feet.
Once cast, the caster must say "circle up" to raise the globe around him. While the circle is
up, spells may be cast within the circle but will not be able to affect anything outside the
circle.
The circle may be raised and lowered ("circle down") as many times as the caster deems
necessary. When the circle is down, it provides no protection for those inside the circle.
People, weapons, gases, spells, etc. may enter and leave the circle while it is lowered.
If a living being steps on a lowered circle, the circle will not rise when the caster says "circle
up". Undead, Constructs, or any creatures without spirits, however, will be thrown off in one
direction or the other. The player who is playing the Undead or Construct will choose the
direction.

58 - The Game System of SOLAR


While the circle is up, the caster may "set" the circle by saying "circle set". This will disallow
entry to and exit by the spirits of dead characters. The circle may not be lowered while set.
The caster must say "circle unset" to "unset" the circle, followed by "circle down" to lower it.
The spell is broken if the caster leaves the circle, dies, or falls unconscious before the hour is
up.

Cleanse Blood
Level 5 H
Type: Healing Item: Y
Duration: Instant Potion: Y
The Cleanse Blood spell will remove any foreign substance in the targets blood, this includes
the Poison (E,5) spell, poisons, alcohol, etc.

Cleanse Disease
Level 3 H
Type: Healing Item: Y
Duration: 10
10 Minutes Potion: Y
Will cure a target of any disease he has been inflicted with.

Control Undead
4th Level N
Type: Necromancy Item: Y
Duration: 1 Hour Potion: Y
The Control Undead spell will allow the caster to control all uncontrolled, Lesser Undead
within ten (10) feet of him. The caster may give each undead which he controls one
command (i.e., "Guard Me", "Kill Yourself", "Run That Way", etc.). Any commands which
would give the caster the ability to give the controlled undead more commands (i.e., "Obey
My Every Command", "Do what I tell you for an hour", etc.) are not acceptable.
Any Lesser Undead which are not within ten (10) feet of the caster are unaffected by the
spell. Greater Undead cannot be controlled with this spell.
Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However the
shield will be blown. The spell shields of living beings within the area of affect will be
unaffected.

Corrupt
1st Level G D N
Type: Enchantment Item: Y
Duration: 5 Game Days Potion: Y
The Corrupt spell endows the desecrated recipient with four (4) extra Body Points but cannot
be used to revive an unconscious person. These Body Points are the first Body points lost to
damage.

Reversible: Bless (G, D)

Create Skeletal Warrior (Create Ghoul


Ghoul now in PLAY)
9th Level N
Type: Necromancy Item: Y
Duration: 1 Hour Potion: N
The Create Skeletal Warrior spell allows the caster to turn a non-undead, non-desecrated
creature that has received a Killing Blow, into a skeleton. The skeleton thus created will have
50 Body Points and whatever armor is left on the corpse. And take half damage from edged

The Game System of SOLAR - 59


weapons. Unlike create undead, the Skeleton can be healed even when it reaches zero Body
Points.
Once created, the caster controls the skeleton completely and is able to give it multiple
commands for one hour.
The skeleton has none of the skills or memories the victim had in life. It may only wield a
weapon and call +2 damage for that weapon.
The victim who has been created into a skeleton cannot be restored to life by any means.

Create Undead
7th Level N
Type: Necromancy Item: Y
Duration: 1 Hour Potion: N
The Create Undead spell allows the caster to turn a non-undead, non-desecrated creature that
has received a Killing Blow, into a zombie. The zombie thus created will have half the number
of Body Points the victim had in life and whatever armor is left on the corpse. If the zombie
ever reaches zero Body Points, it will turn to dust.
The caster may then give the zombie, which he created, one command (i.e., "Guard Me",
"Kill Yourself", "Walk That Way", etc.). Any commands which would give the caster the
ability to give the created undead more commands (i.e., "Obey My Every Command", "Do
what I tell you for an hour", etc.) are not acceptable.
The zombie has none of the skills or memories the victim had in life. It may only wield a
weapon and call base damage for that weapon.
The victim who has been created into a zombie cannot be restored to life by any means.

Cure Critical Wounds


Level 6 G D
Type: Curing Item: Y
Duration: Instant Potion: Y
This spell will heal sixteen (16) points of body, or this spell can restore an unconscious
character to consciousness. The Cure Critical Wounds spell also allows the caster to bypass a
target's armor and do sixteen (16) points of damage to those targets that are normally cured
by chaos. This spell will cause thirty-two (32) Body Points of damage to an undead creature.

Reversible: Cause Critical Wounds (G, D)

Cure Disease
Level 3 G D
Type: Curing Item: Y
Duration: 10 Minutes Potion: Y
Will cure a non-desecrated target of any disease he has been inflicted with. The Cure Disease
spell will also infect a desecrated victim with a non-contagious, yet painful, disease. The disease
may be cured by a Cause Disease (E,3), Remedy (E,7) or Waste (E,8) spell.
While diseased, a character can fight but does so at –2 damage and can cast spells but cannot
run or use the Dodge skill.

Reversible: Cause Disease (G, D)

60 - The Game System of SOLAR


Cure Light Wounds
Level 1 G D
Type: Curing Item: Y
Duration: Instant Potion:
Potion: Y
This spell will heal two (2) points of body to those that are not desecrated, or this spell can
restore an unconscious character to consciousness, but will have no affect on a dead character.
The Cure Light Wounds spell also allows the caster to bypass a desecrated target's armor and
do two (2) points of damage directly to the victim’s body.
This spell will cause four (4) Body Points of damage to an undead creature.

Reversible: Cause Light Wounds (G, D)

Cure Serious Wounds


Level 4 G D
Type: Curing Item: Y
Duration: Instant Potion: Y
This spell will heal eight (8) points of body to those that are not desecrated, or this spell can
restore an unconscious character to consciousness, but will have no affect on a dead character.
The Cure Serious Wounds spell also allows the caster to bypass a desecrated target's armor
and do eight (8) points of damage directly to the victim’s body.
This spell will cause sixteen (16) Body Points of damage to an undead creature.

Reversible: Cause Serious Wounds (G, D)

Cure
Cure Wounds
Level 2 G D
Type: Curing Item: Y
Duration: Instant Potion: Y
This spell will heal four (4) points of body to those that are not desecrated, or this spell can
restore an unconscious character to consciousness, but will have no affect on a dead character.
The Cure Wounds spell also allows the caster to bypass a desecrated target's armor and do
four (4) points of damage directly to the victim’s body.
This spell will cause eight (8) Body Points of damage to an undead creature.

Reversible: Cause Wounds


Wounds (G, D)

Curse
Level 8 G D H N
Type: Cursing Item: Y
Duration: 10 Minutes Potion: N
The Curse spell causes the victim to receive twice the amount of damage from any and all
sources until the spell is removed. The damage is doubled before being applied to the
character's defenses.
The Remove Curse (E,8) spell or a Resurrection is the only way to rid a character of this spell.

Reversible: Remove Curse (G, D, H, N)

The Game System of SOLAR - 61


Death
Level 9 G D
Type: Death Item: Y
Duration: Instant Potion: N
The Death spell causes a living character's spirit to leave his body. This spell bypasses any
armor and dispels all active spells on the victim. Or this spell can bring back to life a killing
blown desecrated target. A Life (E,9) and Revive (H,9) spells are the only ways to save a
character that has been slain by a Death spell.
If the victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor
(E,7), then he will not die but will be left with one (1) body point. All active spells will be
dispelled.

Reversible:
Reversible: Life (G, D)

Decay
Level 4 N
Type: Necromancy Item: N
Duration: Instant Potion: N
This spell will lower the dissipate count to two minutes. (See Living and Dying Section) Has no
affect if the target is already past two minutes on his dissipate count.

Defend
Level 8 G D H N
Type: Protection Item: Y
Duration: 5 Game Days Potion: Y
The Defend spell protects the recipient from the next spell of 8th level or below cast upon
him. If the level of that next spell is 3rd through 8th, the player must say "Flash" to denote
that the spell shield absorbed the spell and the tag must be pulled.
However, if the level of that spell is 1st or 2nd, the Defend will “flash” the spell but will not
be dissipated.

Destroy
Level 3 G D H N
Type: Destruction Item: Y
Duration:
Duration: Instant Potion: N
The Destroy spell allows the caster to shatter an item and render it completely useless. It may
be cast on any weapon, shield, or any item up to "shield" size. It will not make a hole the size
of a shield in a larger object. This spell also causes 20 points of damage to skeletal undead or
creatures made of metal. This spell will not affect any magically enchanted, gilded,
adamantine, or mithral items.

Destroy Armor
Level 6 G D H N
Type: Destruction Item: Y
Duration: Instant Potion: N
The Destroy Armor spell will shatter the target's armor, rendering it completely useless. The
target's Armor Points will be reduced to zero. This spell also causes 40 points of damage to
skeletal undead or creatures made of metal.
This spell will not affect any magically enchanted, gilded, or mithral armor. The Armor of the
Dead (E,7), Mage Armor (C,5), Spirit Armor (E,7), Shield (C,1) and Armor (C,2) spells
will protect the armor from being destroyed but will be used up in the process.

62 - The Game System of SOLAR


Destroy Undead
Level
Level 7 H N
Type: Undead Destruction Item: Y
Duration: Instant Potion: N
The Destroy Undead spell allows the caster to destroy, utterly, one Lesser Undead. The
affected undead, once destroyed, cannot be brought back by any means, not even by a Death
(E,9) spell. If the Lesser Undead is wearing an Armor of the Dead (E,7), Mage Armor (C,5),
or Spirit Armor (E,7), the defense will be dispelled and the Lesser Undead will have only one
(1) Body Point.
This spell will do 50 points of damage to a Greater Undead, even if it is protected by an
Armor of the Dead, Mage Armor, Rune of Resistance, or Spirit Armor.
This spell will not affect living beings, although if a killing blown desecrated target is hit with it,
the body is turned to dust. He must immediately go resurrect.

Reversible: Create Undead (N)

Disrupt Enchantment
Level 6 G D H N
Type: Dispelling Item: Y
Duration: Instant Potion: N
The Disrupt Enchantments spell will dispel any spell of 6th level or lower, save a Reflect Magic
(C,6) or Return Magic (E,6) spell. All spells within the area of affect that can be dispelled, are
dispelled. The area of affect for this spell is a door-sized area. Therefore, it may be cast on a
wall, door, pile of items, etc.
Spell shields of 6th level and higher (Defend (E,8), Major Spell Shield (C,8), Reflect Magic,
and Return Magic) will protect all other spells on the target from being dispelled and will act
as they would toward any other spell. Spell shields of 5th level or lower (Minor Spell Shield
(C,4), Or Spell Protection (E,4)) will be dispelled along with all other spells on the target.

Elude Undead
Level 2 - Caster Only N
Type: Necromancy Item: N
Duration: 10 Minutes Potion: N
Allows the caster to identify himself to all undead lesser and greater that they are a
Necromancer. The undead will not attack the caster, unless provoked. However caution is
advised when dealing with greater undead, they have been known to have the strength of will
to attack those even under an Elude Undead.
The character under the effects of an Elude Undead Spell must walk with one arm crossed
across his chest to show to others they are under the effects of the spell.

Endow
Level 2 G D H N
Type: Enchantment Item: Y
Duration: 5 Game Days Potion: Y
The Endow spell endows the recipient with extra strength. This strength will be used in the
next feat the character performs which requires more than his average strength (i.e., it will not
be used for the character's next step but will be used for the character's next blow with his
weapon). This will not allow a character to affect a monster that is only affected by magical
damage.
If used in conjunction with a swing, this spell adds two (2) points of damage to the character's
attack, for one blow. The player must add the two points and call the appropriate damage
while swinging his weapon.

The Game System of SOLAR - 63


The spell may be used in any other way that requires a great feat of strength. This includes,
but is not limited to: moving at full speed while carrying another character for ten (10)
seconds; throwing another character who is either willing, unconscious, or immobilized, up to
10 feet (throwing a character on a roof is not allowed).

Entangle
Level 3 D
Type: Confining Item: Y
Duration: Combat Potion: N
Causes the victim to be immobilized from the neck down, and rooted to the spot where
entangled. The Entangle spell may be “snapped” with any endow/empower spell.
Creatures with superhuman strength of +2 or greater can snap an Entangle and take no
damage from doing so.

Fear
Level 3 G D H N
Type: Mind Affecting Item: Y
Duration:
Duration: 1 Minute Potion: N
The Fear spell causes the target to be afraid of the caster. The victim must flee the area and
avoid the caster completely for one (1) minute, or until the caster is slain by a being other
than the victim. As you are running from the combat area you can attack and defend yourself
from any other attacker, or cast spells and drink potions to remove the fear effect.

Reversible: Remove Fear (G, D, H, N)

Friendship
Level 7 G D H
Type: Mind Affecting Item: Y
Duration: Other (1 hour) Potion: N
The Friendship spell causes the target to treat the caster as though the caster is his best friend
in the world. The victim must stay by the caster's side and listen to his suggestions.
Although the caster is the victim's best friend, the victim will not mindlessly follow the caster's
orders, nor will he do anything which he would not normally do, unless the caster gives him a
very good reason.
If the caster's party attacks the victim, the caster must give a convincing reason why he is not
helping defend the victim or the spell will be broken immediately.
A character already under the Effects of a Charm or Friendship is not affected by a Friendship
spell.

Fumble
Level 1 G D H N
Type: Disarming Item: Y
Duration: 5 seconds Potion: N
The Fumble spell allows a caster to disarm someone of any hand-held item. The item must be
dropped to the ground and may not be picked up by the victim for five (5) seconds. However
anyone else may pick it up. The item to be fumbled must be stated by the caster. Saying, "I
command you to fumble your weapon," is not sufficient.

64 - The Game System of SOLAR


Greater Bless
Level 3 G D H
Type: Enchantment Item: Y
Duration: 5 Game Days Potion: Y
The Greater Bless spell endows the recipient with eight (8) extra Body Points, but cannot be
used to revive an unconscious person. These Body Points are the first Body Points lost to
damage. Reversible: Greater Corrupt (G, D)

Greater Control Undead


Level 7 N
Type: Necromancy Item: Y
Duration: 1 Hour Potion: N
The Greater Control Undead spell will allow the caster to control all uncontrolled, Lesser
Undead within ten (10) feet of him. The caster may give each undead which he controls
multiple commands (i.e., "Guard Me", "Kill Yourself", "Run That Way", etc.). Any Lesser
Undead which are not within ten (10) feet of the caster are unaffected by the spell. Greater
Undead cannot be controlled with this spell.
Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However the
shield will be blown. The spell shields of living beings within the area of affect will be
unaffected.

Greater Corrupt
Level 3 G D N
Type: Enchantment Item: Y
Duration: 5 Game Days Potion: Y
The Greater Corrupt spell endows the desecrated recipient with eight (8) extra Body Points,
but cannot be used to revive an unconscious person. These Body Points are the first Body
Points lost to damage.

Reversible: Greater Bless (G, D)

Greater Endow
Level 4 G D H N
Type: Enchantment Item: Y
Duration: 5 Game Days Potion: Y
The Greater Endow spell endows the recipient with extra strength. Unlike the Endow spell,
this spell may be saved until the character wishes to use it or until the spell expires.
If used in conjunction with a swing, this spell adds four (4) points of damage to the character's
attack for one blow. The player must add the four points and call the appropriate damage
while swinging his weapon. This will not allow a character to affect a monster that is only
affected by magical damage.
The spell may be used in any other way that requires a great feat of strength. This includes but
is not limited to: moving at full speed while carrying another character for ten (10) seconds;
throwing another character who is either willing, unconscious, or immobilized, up to 10 feet
(throwing a character on a roof is not allowed).
More than one of this type of spell may be active on a character at a time (see Stacking
Attack Spells), but only one may be used at a time (only four points may be added by a
Greater Endow spell to any one blow).

The Game System of SOLAR - 65


Heal Critical Wounds
Level 6th H
Type: Healing
Healing Item: Y
Duration: Instant Potion: N
Will heal thirty-two (32) points of body to any target that is not undead, or this spell can
restore an unconscious character to consciousness.
This spell will cause thirty-two (32) Body Points of damage to an undead creature.

Heal Light Wounds


Level 1st H
Type: Healing Item: Y
Duration: Instant Potion: N
Will heal four (4) points of body to any target that is not undead, or this spell can restore an
unconscious character to consciousness, but will have no affect on a assassinated or dead
character.
This spell will cause four (4) Body Points of damage to an undead creature.

Heal Mortal Wounds


Level 8th H
Type: Healing Item: Y
Duration: Instant Potion: N
Will heal forty-eight (48) points of body points to any target that is not undead, or this spell
can restore an unconscious character to consciousness, but will have no affect on a dead
character.
This spell will cause forty-eight (48) Body Points of damage to an undead creature.

Heal Serious Wounds


Level 4th H
Type: Healing Item: Y
Duration: Instant Potion: N
Will heal sixteen (16) points of body to any target that is not undead, or this spell can restore
an unconscious character to consciousness, but will have no affect on a assassinated or dead
character.
This spell will cause sixteen (16) Body Points of damage to an undead creature.

Heal Wounds
Level 2nd H
Type: Healing Item: Y
Duration: Instant Potion: N
Will heal eight (8) points of body to any target that is not undead, or this spell can restore an
unconscious character to consciousness, but will have no affect on a assassinated or dead
character.
This spell will cause eight (8) Body Points of damage to an undead creature.

66 - The Game System of SOLAR


Healing Hands
Level 3rd - Caster Only H
Type: Enchantment Item: Y
Duration:
Duration: 10 Minutes Potion: N
The Healing Hands spell allows the caster to heal someone of wounds and take the wounds
upon himself. The character can only heal up to his last body point, and must transfer his
body tags to the healed character. This healing only heals those that are bleeding to death or
are wounded, this has no effect on a character that has been killing blown. (see living and
dying section)

Imbue Death
Level 9 N
Type: Death Item: Y
Duration: Instant Potion: N
The Imbue Death spell causes a living targets spirit (those healed by chaos or not) to leave his
body, unless protected. This spell bypasses any armor and dispels all active spells on the
victim. By using the Death Spell Incantation this spell can bring back to life a killing blown
target that is normally healed by chaos. A Life (E,9), or Revive (H,9) spells are the only way
to save a character that has been slain by an Imbue Death spell.
If the victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor
(E,7), then he will not die but will be left with one (1) body point. All active spells will be
dispelled.

Inflict Critical Wounds


Level 6 N
Type: Necromancy Item: Y
Duration: Instant Potion: N
The Inflict Critical Wounds spell allows the caster to bypass the target's armor and do sixteen
(16) points of damage directly to the body, or heal those that are Necromantic Tainted. This
spell will heal thirty-two (32) Body Points of an undead creature.

Inflict Disease
Level 3 N
Type: Necromancy and Metabolic Item: Y
Duration: 1 Hour Potion: N
The Inflict Disease spell will infect the victim with a non-contagious, yet lethal, disease. If not
cured within one (1) hour, the victim will die. The disease may be cured by a Cure Disease
(E,3), Remedy (E,7), or Renew (E,8) spell. Or will cure a Necromantic Tainted target of any
disease he has been inflicted with.
While diseased, a character can fight but does so at –2 damage and can cast spells but cannot
run.

Inflict Light Wounds


Level 1 N
Type: Necromancy Item: Y
Duration: Instant Potion: N
The Inflict Light Wounds spell allows the caster to bypass the target's armor and do two (2)
points of damage directly to the body, or heal those that are Necromantic Tainted. This spell
will heal four (4) Body Points of an undead creature.

The Game System of SOLAR - 67


Inflict
Inflict Mortal Wounds
Level 8 N
Type: Necromancy Item: Y
Duration: Instant Potion: N
The Inflict Mortal Wounds spell allows the caster to bypass the target's armor and do twenty
(24) points of damage directly to the body, or heal those that are Necromantic Tainted. This
spell will heal forty-eight (48) Body Points of an undead creature.

Inflict Poison
Level 5 N
Type: Metabolic and Necromancy Item: Y
Duration: Other (until the victim dies) Potion: N
The Inflict Poison spell will contaminate the blood of the victim. The victim loses a Body Point
every minute until dead.
While poisoned, the inflicted target will be unable to fight, cast spells, or run. He must slowly
crawl wherever he wishes to go. The target may not be given a Killing Blow until subdued.
The points lost by a character due to this spell may not be restored until the character has
received a Purify Blood (E,5), Remedy (E,7) or Renew (E,8) spell.

Inflict Serious Wounds


Level 4 N
Type: Necromancy Item: Y
Duration: Instant Potion: N
The Inflict Serious Wounds spell allows the caster to bypass the target's armor and do eight
(8) points of damage directly to the body, or heal those that are Necromantic Tainted. This
spell will heal sixteen (16) Body Points of an undead creature.

Inflict Wounds
2nd Level N
Type: Necromancy Item: Y
Duration: Instant Potion: N
The Inflict Wounds spell allows the caster to bypass the target's armor and do four (4) points
of damage directly to the body, or heal those that are Necromantic Tainted. This spell will
heal eight (8) Body Points of an undead creature.

Lie
3rd Level G D H N
Type: Mind Affecting Item: Y
Duration: 1 Hour Potion: Y
The Lie spell requires the target character to answer the next three (3) yes or no questions
asked of him falsely, yet believably. The target may, however, choose not to answer any or all
of those questions. The spell is active until three questions have been answered or until the
hour duration has expired.
If a character has a Lie spell active when a Truth (E,3) or Honesty (C,3) spell is cast on him,
the spells will cancel each other on a question-by-question basis. This means that if a character
has not answered any questions since the Lie spell was cast, he would be able to answer the
questions any way he wishes. If, however, the target character had already answered one
question falsely, the other two would only cancel two of the questions of the Truth/Honesty
spell, and he would have to answer the last question truthfully.

Reversible: Truth (G, D, H, N)

68 - The Game System of SOLAR


Life
Level 9 G D
Type: Life Item: Y
Duration: Instant Potion: N
The Life spell causes the spirit of a target that is normally healed by chaos to leave his body.
This spell bypasses any armor and dispels all active spells on the victim. Or this spell can bring
back to life a target that is at the dead status, if not normally healed by chaos.
If the intended victim is wearing an Armor of the Dead (E,7), Mage Armor (C,5), or Spirit
Armor (E,7), then he will not die but will be left with one (1) body point. All active spells
will be dispelled.
This spell will kill lesser undead unless it is wearing an Armor of the Dead (E,7), Mage Armor
(C,5), or Spirit Armor (E,7), then it will not die but will be left with one (1) body point. This
spell will also cause 50 points of damage to Greater Undead.

Reversible: Death (G, D)

Light
Level 1 G D H N
Type: Enchantment Item: Y
Duration: 1 Spell Reset Potion: N
The Light spell allows the caster to cause a magical light to emanate from an object. The
object may be carried by anyone. The light is diffuse and may not be used to blind opponents.
Glow sticks are the preferred phys-rep for this spell. If a flashlight is used, it must be covered
with cloth, tissue paper, etc. to diffuse the light.

Mistform
Level 6 - Caster Only G D H
Type: Enchantment Item:
Item: N
Duration: 10 minutes Potion: N
The Mistform spell transforms the caster into cloud of mist which is not affected by anything
save Dispel Greater Magic (C,6), Disrupt Enchantments (E,6), or Disjunction (C,8) spells, all
of which return the caster to his normal form. An Imprison (Con,8) spell will also effectively
capture the character in a Mistform. Radius attacks (i.e. Traps) have full effect against
characters in Mistform.
A character in Mistform can be seen by other characters, though they may not interact with
each other.
While in Mistform, the player must have his arms across his chest. He may walk, but not run,
and may hear but not speak. He may not affect the physical world in any way.

Reversible: Shadowform (G, D)

Mute
Level 5 G D H N
Type: Silencing
Silencing Item: Y
Duration: 10 minutes Potion: Y
The Mute spell seals the lips of the target so that he may not speak. The target may not cast
spells or speak with anyone. However he must still call damage in combat and announce spell
affects (i.e. "Flash", "Reflect", etc.).

The Game System of SOLAR - 69


Paralyze
Level 8 G D H N
Type: Metabolic Item: Y
Duration: Combat Potion: N
The Paralyze spell completely immobilizes the target. He may not move any part of his body.
Other characters may move parts of his body to pose him and may also give the victim a
Killing Blow. A Disjunction (C,8), Remedy (E,7) or Unparalyze (E,8) spells will release the
victim from his paralysis.

Reversible: Unparalyze (G, D, H, N)

Pin
Level 2 G D H N
Type: Confining Item: Y
Duration: Combat Potion: N
The Pin spell will cause the target's right foot to be pinned to the ground. The target may
pivot on the pinned foot but may not move it.
It takes 2 seconds, superhuman strength of +2 or greater to break a Pin, and doing so causes
the target 3 points of damage.

Poison
Level 5 G D N
Type: Metabolic and Chaos Item: Y
Duration: Other (until the victim dies) Potion: Y
The Poison spell will contaminate the blood of the victim. The victim loses a Body Point every
minute until dead. This spell also removes any foreign substance in a targets blood that is
normally healed by chaos. This includes the Purify Blood (E,5) spell, poisons, alcohol, etc.
While poisoned, the inflicted target will be unable to fight, cast spells, or run. He must slowly
crawl wherever he wishes to go. The target may not be given a Killing Blow until subdued.
The points lost by a character due to this spell may not be restored until the character has
received a Disjunction (C,8), Purify Blood (E,5), Remedy (E,7) or Renew (E,8) spell.

Reversible: Purify
Purify Blood (G, D)

Preserve
4th Level H N
Type: Enchantment Item: N
Duration: Special Potion: N
Resets the targets dissipate count to 5 minutes. (see living and dying) Can only be cast once
per time the target reaches the Dead Status.

Proscribe Creature
Level 9 G D H N
Type: Protection Item: N
Duration: 1 Event Potion: N
The Proscribe Creature spell allows the caster to prohibit one specific type of creature (i.e.,
Lesser Undead, Drae, Ogres, etc.) from entering a room. The creature against which the
Proscribe is made can still talk with those in a room and can still toss things, such as spell packs
or other items, into the room. This spell may be thrown on only one room, not a building
with multiple rooms. The spell must be noted on the Marshal notes for a building, and the
spell tag with the name of the creature written on the back of it, must be taped to the notes.

70 - The Game System of SOLAR


To cast this spell, the caster must sit "Indian-style" with his head down in the middle of the
room to be enchanted and concentrate for five full minutes prior to saying the verbal. During
this time, the caster may do nothing other than concentrate on the spell (i.e. speak, fight, cast
other spells, etc.). If he is disturbed in any way including, but not restricted to, a harmless pat
on the back, he must begin the five minutes of concentration again. More than one Proscribe
Creature spell may be cast on the same room.

Purify Blood
Level 5 G D
Type: Metabolic and Curing Item: Y
Duration: Instant Potion: Y
The Purify Blood spell will remove any foreign substance in the targets blood, this includes the
Poison (E,5) spell, poisons, alcohol, etc. but will contaminate the blood of the victim that is
normally healed by chaos. The inflicted victim loses a Body Point every minute until dead.
While poisoned, the target will be unable to fight, cast spells, or run. He must slowly crawl
wherever he wishes to go. The target may not be given a Killing Blow until subdued.
The points lost by the inflicted victim due to this spell may not be restored until the target has
received a Poison (E,5), Remedy (E,7) or Waste (E,8) spell.

Reversible: Poison (G, D)

Remedy
Level 7 G H
Type: Healing Item: Y
Duration: Instant Potion: N
The Remedy spell removes all mind affecting and metabolic effects from the target. It works
on all living creatures regardless of how they are normally healed or cured.

Remove Curse
Level 8 G D H N
Type: Dispelling Item: Y
Duration: Instant Potion: N
The Remove Curse spell negates the effects of the Curse (E,8) or Weakness (E,4) spells.
However, it will not restore any Hit Points lost due to the Curse spell. It can also be used to
allow the target to drop one cursed item, which he is carrying.
The Remove Curse spell will not nullify a Gypsy Curse.

Reversible: Curse (G, D, H, N)

Remove Fear
Level 3 G D H N
Type: Dispelling Item: Y
Duration: Instant Potion: N
The Remove Fear spell negates the effects of the Fear (E,3) spell.

Reversible: Fear (G, D, H, N)

The Game System of SOLAR - 71


Renew
Level 8 G D
Type: Curing Item: Y
Duration: Instant Potion: Y
The Renew spell allows the caster to cure a non-desecrated target of anything, save death, as
well as healing up to twenty-four (24) points of damage. The Renew spell also allows the
caster to bypass a desecrated target's armor and do twenty-four (24) points of damage
directly to the victim's body or cause forty-eight (48) points of damage to an undead
creature.

Reversible: Waste (G, D)

Repel Being
Level 3 G D H N
Type: Repelling Item: Y
Duration: Concentration Potion: Y
The Repel Being spell causes the target to remain at least ten (10) feet away from the caster.
The caster must hit the intended target with a spell packet then hold up a hand with the palm
toward the target. The caster may not participate in combat or cast another spell while the
Repel Being spell is active.
Undead and elementals are unaffected by this spell.

Repel Undead
Level 2 G H
Type: Repelling Item: Y
Duration: Concentration Potion: Y
The Repel Undead spell will cause all Lesser Undead within ten (10) feet of the caster to
remain at least ten (10) feet away from the caster. Greater Undead will not be turned away
but will show some discomfort at remaining in the area. The caster must hold up a hand with
the palm facing the targets. The caster may not participate in combat or cast another spell
while the Repel Undead spell is active.
Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However, the
shield will be blown. The spell shields of living beings within the area of affect will be
unaffected.

Restore Limb
Level
Level 7 G D N
Type: Metabolic Item: Y
Duration: Instant Potion: Y
The Restore Limb spell reverses the effects of the Wither Limb (E,7) and Age Limb (C,7)
spells. This spell will also reattach a severed limb.

Reversible: Wither Limb (G, D, N)

Return Magic
Level 6 G D H N
Type: Protection Item: Y
Duration: 5 Game Days Potion: Y
The Return Magic spell protects the recipient from the next spell of 6th level or below cast
upon him, by reflecting it back at the caster. If the level of that cast spell is 6th level or below,
the player must say "Reflect" to denote that the spell shield reflected the spell and dissipated.
The character wearing the Return Magic spell is considered the caster of the reflected spell.

72 - The Game System of SOLAR


If the cast spell is greater than 6th level, it will act normally and will dissipate the Return
Magic spell.

Revive
Level 9 H
Type: Life Item: Y
Duration: Instant Potion: N
This spell will bring back to life anyone that has been killing blown or is at the dead status.
(See living and dying section). This spell will kill lesser undead unless it is wearing an Armor of
the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7), then it will not die but will be left
with one (1) body point. This spell will also cause 50 points of damage to Greater Undead.

Shadowform
Shadowform
Level 6 - Caster Only G D N
Type: Enchantment and Chaos Item: N
Duration: 10 minutes Potion: N
The Shadowform spell transforms the caster into a shadowy form which is not affected by
anything save Dispel Greater Magic (C,6), Disrupt Enchantments (E,6), or Disjunction (C,8)
spells, all of which return the caster to his normal form. An Imprison (Con,8) spell will also
effectively capture the character in Shadowform. Radius attacks (i.e. Traps) have full effect
against characters in Shadowform.
A character in Shadowform can be seen by other characters, though they may not interact
with each other.
While in Shadowform, the player must have both arms crossed over his chest. He may walk,
but not run and may hear, but not speak. He may not affect the physical world in any way.

Reversible: Mistform (G, D)

Sleep
Level 5 G D H
Type: Mind Affecting Item: Y
Duration: 10 minutes Potion: N
The Sleep spell causes the target to fall into a deep sleep. He may only be awakened by
shaking for 10 seconds, by dispelling the spell, or by allowing it run its course.
This spell does not affect mindless beings such as undead, or constructs.

Soul Drain
Level 3 - Caster Only N
Type: Enchantment and Necromancy Item: Y
Duration: 10 minutes Potion: N
Allows the caster to drain body points, at the rate of one body per second, from a willing or
incapacitated target and heal himself. The caster cannot drain more body points than he is
down from his total.
This only works on creatures and characters that have body tags that may be transferred to the
Necromancer draining the body points from them.

Speak with Animals


Level 2 D
Type: Enchantment Item: Y
Duration: 10 minutes Potion: N
The Speak with Animals spell allows the caster to converse freely with all animals for ten (10)
minutes. This spell does not guarantee that the animal will speak or even be friendly.

The Game System of SOLAR - 73


Spell Protection
Level 4 G D H N
Type: Protection Item: Y
Duration: 5 Game Days Potion: Y
Once this spell is cast upon the recipient, the next spell cast upon him or her up to 4th level,
will not have any effect. The spell is superseded by every other defensive spell.

Spirit Armor
Level 7 G D H
Type: Protection Item: Y
Duration: 5 Game Days Potion: Y
A Spirit Armor will protect the non-desecrated wearer from a Death (E,9), Doom (C,9), or
Imbue Death (N,9) spell, Critical Slay or Fatal Blow. And will protect the desecrated wearer
from a Doom (C,9), Imbue Death (N,9), or Life (E,9) spells, Critical Slay or Fatal Blow.
However, the character will have only one Body Point left, and the Spirit Armor will no longer
be active. A Spirit Armor will also prevent a character from being knocked unconscious as the
result of a Waylay, an Endowed or Empowered Waylay, or a Magical Waylay. The Waylay will
still do the appropriate body damage to the victim and then expend the Spirit Armor.
An Endowed Magical Waylay will waylay through any protection short of toughness or
threshold. This will also expend the Spirit Armor spell.

Spirit of the Ent


Level 9 - Caster Only D
Type: Protection Item: Y
Duration: 1 Hour Potion: N
Allows the caster to enter a tree, enchanting it, protecting it and himself from harm. The
caster can do nothing other than watch while melded. The caster must remain in contact with
the tree if he wishes to see or hear anything while melded.

Toxin Shield
Level 4 G D H N
Type: Protection Item: Y
Duration: 5 Game Days Potion: Y
The Toxin Shield spell protects the recipient from the next packet delivered toxin-based
attack. This includes all gas poisons and, some monster abilities. This spell does not protect the
recipient from the Poison (E,5) or Inflict Poison (N,5) spells. (see Spell Defenses) Nor does it
protect them from ingested poisons.

Truth
Level 3 G D H N
Type: Mind Affecting Item: Y
Duration: 1 Hour Potion: Y
The Truth spell requires the target character to answer the next three yes or no questions
asked of him, by the caster, truthfully. The target may, however, choose not to answer any or
all of those questions. The spell is active until the three questions have been asked or until the
hour [Link] a character has a Truth spell active when a Lie (E,3) spell is cast upon him, the
spells will cancel each other on a question-by-question basis. This means that if a character has
not answered any questions since the Truth spell was cast, he would be able to answer the
questions any way he wishes. If, however, the target character had already answered one
question truthfully, the other two would only cancel two of the questions from the Lie spell,
and he would have to answer the last question falsely.

Reversible: Lie (G, D, H, N)

74 - The Game System of SOLAR


Turn Undead
Level 4 H
Type: Repelling Item: Y
Duration: 10 minutes Potion: Y
The Turn Undead spell will cause all Lesser Undead within ten (10) feet of the caster to leave
the area of combat immediately and not return for ten (10) minutes. Any Lesser Undead
which are not within ten (10) feet of the caster are unaffected by the spell. Greater Undead
will not be turned away but will show some discomfort at remaining in the area.
Any Undead (Lesser or Greater) will be unaffected if it is wearing a spell shield. However, the
spell shield will be blown. The spell shields of living beings within the area of affect will be
unaffected.

Unbind
Level 5 G D H
Type: Dispelling Item: Y
Duration: Instant Potion: Y
The Unbind spell will free a character from any form of binding, be it a Bind (E,5), Entangle
(E,3), Pin (E,2), Snare (C,4), Trap (C,3) or Web (C,6) spell, a physical web (i.e. from a
giant spider), handcuffs, rope, etc. However, this spell will not free someone from an Imprison
(C,8) spell.

Reversible: Bind (G, D,H)

Unparalyze
Level 8 G D H N
Type: Metabolic Item: Y
Duration: Instant Potion: Y
The Unparalyze spell will free the target from any paralysis, be it inflicted by spell, gas, or by a
special ability of a monster.

Reversible: Paralyze (G, D, H, N)

Wall of Thorns
Level 4 D
Type: Enchantment Item: Y
Duration: Combat Potion: N
Allows the caster to create a wall of thorns 10' high and up to 10' wide. It has a toughness of
5 and has 100 body, and can be raised and lowered by the caster. It disappears once the
caster leaves the combat area.

Waste
Level 8 G D N
Type: Chaos Item: Y
Duration: Instant Potion: Y
The Waste spell allows the caster to cure a target that is healed by chaos of anything, save
death, as well as healing up to twenty-four (24) points of damage. The Waste spell also allows
the caster to bypass a target's armor, those that are healed by normal means, and do twenty-
four (24) points of damage directly to the victim’s body. This spell will also heal forty-eight
(48) points of damage to an undead creature.

Reversible: Renew (G, D)

The Game System of SOLAR - 75


Weakness
Level 4 G D H N
Type: Cursing Item: Y
Duration: Combat Potion: N
The Weakness spell reduces the strength of the target. It causes the target to call four (4)
points less damage in combat, regardless of whether he has Weapon Proficiencies or enhanced
strength.

Wither Limb
Level 7 G D N
Type: Metabolic Item: Y
Duration: 1 Event Potion: Y
The Wither Limb spell causes a limb, specified by the caster, to rapidly wither and become
infirm. The victim may not use the withered limb to wield weapons, cast spells, or move
about.

Reversible: Restore Limb (G, D, N)

Zone of Death
Level 6 N
Type: Protection and Chaos Item: Y
Duration: Other (1 Hour) Potion: N
The Zone of Death spell creates a zone, which prevents all living beings from entering.
However, weapons, spells, gases, desecrated beings and undead creatures may enter or leave
the zone freely.
To cast a Zone of Death, an unbroken circle (max. radius six feet) must be inscribed on the
ground around the caster the verbal uttered, and the spell packet thrown on the ground at the
caster's feet. Once cast, any vegetation on the ground becomes weaker, flowers wilt, and a
strong sense of death and decay can be felt.
The spell is broken if the caster leaves the zone before the 30 minutes is up.

Zone of Life
Level 6 H
Type: Protection and Life Item: Y
Duration: Other (1 Hour) Potion: N
The Zone of Life spell creates a zone, which prevents all Undead (Greater or Lesser) or
desecrated beings from entering. However, weapons, spells, gases, living creatures, may enter
or leave the zone freely.
To cast a Zone of Life, an unbroken circle (max. radius six feet) must be inscribed on
the ground around the caster the verbal uttered, and the spell packet thrown on the
ground at the caster's feet. Once cast, any vegetation on the ground becomes
healthier, flowers bloom, and a strong sense of life can be felt. The spell is broken if
the caster leaves the zone before the 30 minutes is up.

76 - The Game System of SOLAR


Earth Spell Reference Chart

r
ce
i t

an
ru alis

m
N er
er

H d

ro
l
ve

l
en

ea
Body Type Duration

ec
Spell Name Spell Verbal

Le

G
D
I call upon the powers of Law to annilhate Undead
Annilhate Undead 9 this undead.
75 to greaters X Destruction
Instant
I call upon chaos to grant you the armor of
Armor of the Dead 7 the dead.
X X X Protection/ Chaos 5 Game Days
May the spirit of the woods grant you a
Bark Skin 7 barkskin to protect you
15 Armor X Protection 5 Game Days

Bind 5 With mystic thread, I bind you fast. X X X Confining Combat


I call upon the forces of life to bless this
Bless 1 spirit.
+4 Body X X X Enchantment 5 Game Days
With the power of undeath I encase my
Bone Armor 7 body with the bones of the dead.
15 Armor X Protection 5 Game Days
I call upon chaos itself to cause critical
Cause Critical Wounds 6 wounds.
16 X X X Chaos Instant
I call upon the powers of chaos to cause
Cause Disease 3 disease.
X X X Chaos Instant

Cause Light Wounds 1 I call upon chaos to cause light wounds. 2 X X X Chaos Instant

Cause Serious Wounds 4 I call upon chaos to cause serious wounds. 8 X X X Chaos Instant

Cause Wounds 2 I call upon chaos to cause wounds. 4 X X X Chaos Instant


I cast a circle of protection about me; let
Circle of Protection 9 none enter here.
X X X Protection 1 hour
With the essense of life, I cleanse your
Cleanse Blood 5 blood of poison.
X Healing Instant
With the essense of life, I cleanse your
Cleanse Disease 5 body of disease.
X Healing Instant
By death's dark mantle and the powers of
Control Undead 4 chaos, I control undead to do as I bid.
X Necromancy 1 hour
I call upon the forces of chaos to corrupt
Corrupt 3 this life force.
+4 Body X X X Enchantment 5 Game Days
By the powers of chaos I bind these bones
Create Skeletal Warrior 9 to serve the will of darkness.
X Necromancy 1 hour
By the power of chaos, I call you forth and
Create Undead 7 create undead to walk the earth.
X Necromancy 1 hour
I call upon the Earth to cure critical
Cure Critical Wounds 6 wounds.
16 X X Curing Instant

Cure Disease 3 I cure you of all invading disease. X X Curing Instant


I grant rest and warmth to cure light
Cure Light Wounds 1 wounds.
2 X X Curing Instant
I call upon the powers of life to cure
Cure Serious Wounds 4 serious wounds.
8 X X Curing Instant
I call upon the land to restore you and cure
Cure Wounds 2 your wounds.
4 X X Curing Instant

Curse 8 I curse you to die a painful death. X X X X Cursing 1 Event


Dead unless
Death 9 I grant you the gift of death.
protected
X X Death Instant
I call upon the forces of necromancy to
Decay 4 decay your body.
X Necromancy Instant
I call upon the Earth to defend you from
Defend 8 magic.
X X X X Protection 5 Game Days

Destroy 3 I summon a force to destroy <item>. X X X X Destruction Instant

Destroy Armor 6 I summon a force to destroy armor. X X X X Destruction Instant


I destroy this undead abomination before Undead
Destroy Undead 7 me.
50 to greaters X X Destruction
Instant
I call upon the Earth to disrupt all
Disrupt Enchantment 6 enchantments before me.
X X X X Dispelling Instant

The Game System of SOLAR - 77


Earth Spell Reference Chart

c er
t

an
r u is
D ral

m
N er
H d

ro
el

e
i
l
en

ea
v

ec
Spell Name Spell Verbal Body Type Duration

Le

G
Servants of chaos be humbled by the
Elude Undead 2 darkness within me.
X Necromancy 10 minutes

Endow 2 I endow you with ogre strength. X X X X Enchantment 5 Game Days


I call upon the forces of nature to entangle
Entangle 3 you.
X Confining Combat

Fear 3 I command you to fear me. X X X X Mind Affecting 1 minute

Friendship 7 I bind you in friendship to me. X X X Mind Affecting 1 Hour

Fumble 1 I command you to fumble <item>. X X X X Disarming 5 Seconds

Greater Bless 3 I grant you the gift of a greater bless. +8 Body X X X Enchantment 5 Game Days
With necromantic might, I demand these
Greater Control Undead 7 undead follow my bidding.
X Necromancy 1 hour
I fortify your spirit with the corruption of
Greater Corrupt 3 chaos.
+8 Body X X X Enchantment 5 Game Days
I call upon the Earth to endow you with its
Greater Endow 4 strength.
X X X X Enchantment 5 Game Days
With the essence of life I heal your critical
Heal Critical Wounds 6 wounds.
32 X Healing Instant
With the essence of life I heal your light
Heal Light Wounds 1 wounds.
4 X Healing Instant
With the essence of life I heal your mortal
Heal Mortal Wounds 8 wounds.
48 X Healing Instant
With the essence of life I heal your serious
Heal Serious Wounds 4 wounds.
16 X Healing Instant
With the essence of life I heal your
Heal Wounds 2 wounds.
8 X Healing Instant

Healing Hands 3 May my hands heal with the power of life. X Enchantment 10 Minutes
Dead unless
Imbue Death 9 I imbue you with the essence of death.
protected
X Death Instant
I call upon necromancy to inflict critical
Inflict Critical Wounds 6 wounds.
16 X Necromancy Instant

Inflict Disease 3 I call upon necromancy to inflict disease. X Necromancy Instant


I call upon necromancy to inflict light
Inflict Light Wounds 1 wounds.
2 X Necromancy Instant
I call upon necromancy to inflict your Metabolic/ Instant or
Inflict Poison 5 blood with poison.
X Necromancy Until Death
I call upon necromancy to inflict serious
Inflict Serious Wounds 4 wounds.
8 X Necromancy Instant

Inflict Wounds 2 I call upon necromancy to inflict wounds. 4 X Necromancy Instant


I call upon the shadows of deceit that you
Lie 3 will lie to all who ask of you.
X X X X Mind Affecting 1 hour

Life 9 I grant you the gift of life. X X Life Instant


I call upon the light of day to illuminate my
Light 1 path.
X X X X Enchantment 24 Hours
I call upon the forces of nature to shroud
Mist Form 6 me in mist.
X X X Enchantment 10 Minutes

Mute 5 I command you to be mute. X X X X Silencing Combat

Paralyze 8 I paralyze you that you may not move. X X X X Metabolic Combat

Pin 2 I pin you to the very Earth. X X X X Confining Combat


I call upon chaos, decay and rot to poison Instant or
Poison 5 you.
X X X Metabolic/ Chaos Until Death

78 - The Game System of SOLAR


Earth Spell Reference Chart

r
ce
t

an
ru is
D ral

m
N er
H d

ro
l

e
ve

i
l
en

ea
ec
Spell Name Spell Verbal Body Type Duration

Le

G
Preserve 4 I call upon the earth to preserve your body. X X Enchantment Instant
With the will of the Earth and the force of
Proscribe Creature 9 forbiddance, let all but <creature type> X X X X Protection 1 Event
enter here.
I call upon the light to purify your blood Metabolic/ Instant or
Purify Blood 5 and cleanse your body.
X X Curing Until Death
I call upon the earth to remedy all that ails
Remedy 7 you.
X X Healing Instant

Remove Curse 8 I bless you and remove this curse upon you. X X X X Dispelling 1 Event
I call upon the strength of the Earth to
Remove Fear 3 remove your fear.
X X X X Dispelling Instant
I call upon the forces of life to renew this
Renew 8 ailing spirit.
24 X X Curing Instant
Hand Held
Repel Being 3 I repel this being; come not near me. X X X X Repelling
Up
Hand Held
Repel Undead 2 I repel these undead; come not near me. X X Repelling
Up
I restore this limb, returning the vigor
Restore Limb 7 drained from it.
X X X X Metabolic Instant
I grant you a charm to return magic sent
Return Magic 6 against you.
X X X X Protection Instant

Revive 9 With the power of life I revive your spirit. X Life Instant
With life as my guide I protect myself from
Sanctuary 9 that which would harm me.
X Enchantment 10 Minutes
I call upon chaos to shroud my form in Enchantment/
Shadow Form 6 shadow.
X X X Chaos
10 Minutes

Sleep 5 I envelop you in mists of sleep. X X X Mind Affecting 10 Minutes


With the power of necromancy, I drain the Enchantment/
Soul Drain 3 soul of the living.
special X Necromancy
10 Minutes
I call upon the forces of nature to speak
Speak with Animals 2 with animals.
X Enchantment 10 Minutes
I grant you limited spell protection to aid
Spell Protection 4 you.
X X X X Protection 5 Game Days
I call upon the Earth to grant you spirit
Spirit Armor 7 armor to protect you.
X X X Protection 5 Game Days
I appeal to the spirit of the ent to embrace
Spirt of the Ent 9 and protect me.
X Protection 1 hour
I grant you immunity to toxins that you
Toxin Shield 5 may have a shield to protect you.
X X X X Protection 5 Game Days
I call upon the light of truth to reveal the
Truth 3 answers I seek.
X X X X Mind Affecting 1 Hour
By the forces of life, turn these undead
Turn Undead 4 from my sight.
X Repelling Combat

Unbind 5 I unbind you and set you free. X X X Dispelling Instant

Unparalyze 8 I unparalyze you and release you. X X X X Metabolic Instant


I raise a wall of thorns, impeding all 100 body -
Wall of Thorns 4 passage toughness 5
X Enchantment Concentration
I call upon the forces of chaos to waste this
Waste 8 spirit.
24 X X X Chaos Instant

Weakness 4 I curse you with weakness. X X X X Cursing Combat

Wither Limb 7 I wither your <limb> with age. X X X Metabolic 10 Minutes


I inscribe a zone of death about me let no
Zone of Death 6 living enter here.
X Protection/ Chaos 30 Minutes
I inscribe a zone of life about me let no
Zone of Life 6 undead enter here.
X Protection/ Life 30 Minutes

The Game System of SOLAR - 79


WEARING ACTIVE SPELLS
Defensive Spells
Certain spells will protect a character from both magical and non-magical attack. Once cast, a
spell defense remains "active" on the recipient until it is used in protecting the character, or it
reaches the end of its duration.
Once a Spell Defense is active, it will attempt to affect the next attack of that type whether it
can affect it or not, and will no longer be active. For example, a Minor Spell Shield (C,4) will
be used up trying to stop a Mind Blast (C,5) but will be unsuccessful in stopping the spell. The
only exceptions to this are Major Spell Shield (C,8) and Defend (E,8) (see the spell
descriptions).
If a character is hit by a spell that uses up one of his spell defenses, that player should say
"Flash" to denote that the defense absorbed that spell and was used up. If a character is hit by
a 6th level or under spell when wearing a Reflect Magic (C,6) or a Return Magic (E,6), they
should use the spells shields name to identify the spell shields returning of the magics to the
opponent.
The correct response when a spell is absorbed by a Defend (E,8), Major Spell Shield (C,8),
Minor Spell Shield (C,4), or Spell Protection (E,4) spell is "Flash."
The correct response when a spell or attack is absorbed by an Armor of the Dead (E,7), Mage
Armor (C,5) or Spirit Armor (E,7) is "Armor of the Dead", "Mage Armor" or "Spirit
Armor". Do not say "flash" as you do with spell shields.

Order of
of Protection
Magic defenses protect you in the following order:

Cloaks “Cloak!”
A Cloak negates the effect of a specific type of magical attack (e.g. confining, metabolic).
You can have a maximum of two cloaks active at a time, and they must be chosen during
check-in and spell reset. Once selected, only those two cloaks may be used until the next
spell reset.

Specialty Shields “Toxin Shield!”


You can only wear two of these at a time, and never two of the same type: Toxin shield
(E,5), Fire/Cold/Lightning shield (EL,5), Elemental shield (EL,8) and Force shield (Con,7).

Spell Shields “Flash!” or “Reflect!”


You can never wear more than one of these at a time) Defend (E,8), Major Spell shield
(C,8), Minor Spell protection (E,4), Minor Spell shield (C,4), Reflect Magic (C,6), and
Return Magic (E,6)

Resist Skills “Resist!”


The spell effect must first get past all other defenses, and actually effect your body before you
can resist it with racial or class resists.

Stacking Attack Spells


Spells that do added damage may also be stacked. A character may have any combination of
the following spells active at one time, up to a total of three (3).
Delayed Empower (C,2), Elemental Strike (EL,8), Empower (C,1), Enchanted Blade (C,4),
Endow (E,2), Flame/Lightning/Chill Blade (EL,4), Greater Endow (E,4).

80 - The Game System of SOLAR


FORMAL MAGIC
Formal Magic is a special type of magic that is called ritual or formal magic. It can be obtained
when you have at least one 9th level Battle Magic spell. Formal Magic has a build cost
associated with each level of Formal that you purchase, depending on your class.
Formal Magic requires a scroll and components, as well as a Formal Magic Area or a Circle of
Power or Protection, under almost all circumstances. There is typically a gold piece cost that
must be paid to purchase components and scrolls for all formal rituals. Some scrolls and
components may be quite rare and expensive as well!
What can Formal Magic do? Well, we can't say too much here, as this is considered in-game
knowledge. We can tell you that it is used to create and destroy magic items, protect people
and their possessions, and a variety of other uses.

USING FORMAL MAGIC


Getting Started
You must first find a teacher...this is an in-game process. Your teacher must notify Logistics
(typically via e-mail) stating that they are teaching you this skill. (Formal Magic level 1 for
example) After you have spent the build cost from your character sheet, you will have the
ability to cast a level 1 ritual! Now you must find the Scroll and Components in game. Many
times before an Event starts for the weekend, the PLOT committee will sell trivial scrolls and
components out of game, in and around the Tavern. This may vary based on the make up of
the PLOT committee. The more rare and exotic scrolls and components will have to be
purchased in game, through character or NPC contacts.

How to Cast Formal


Here is how you cast your ritual once you have purchased the skill out of game, and the Scroll
and Components in game.

Formal Area
Create your Formal Magic area. This may be a Circle of Power or Protection cast from your
memory, a friend’s memory, an item, or a variety of other ways. A second option is a Formal
Magic area, which must itself be created as a formal magic ritual.

Beginning the Ritual


Ritual
When you begin the ritual, you need to note the time out-of-play, and notify the Formal
Marshal on duty. Many times the notification is done before the actual ritual is begun. You
would simply say to Formal Marshal Tom, “I am heading down to my cabin to begin casting
Ritual X”, the Formal Marshal would note the time, and try their best to come to the location
where you are casting the Ritual when the Ritual is due to be completed. It is important to
always notify an official of the game, when casting a ritual. A Plot Marshal will suffice if no
Formal Marshals are on duty.

During a Ritual
At this point you are casting the Ritual. These rituals take a set time, and it is noted on the
Formal Magic Scroll. Be sure to properly time the duration of your Ritual and the Duration of
your Circle! If the Circle is dropped for any reason during the Ritual, then it will FAIL, and all
components will be lost. ( See below for what can be done during the casting of a Ritual both
in and out of game) Clarification – If there is a circle or formal area in place the entire casting
time of the ritual then the ritual will be resolved as normal. It is possible to have a different
circle in effect at the end of the ritual then was cast at the beginning.

Determining Ritual Results


Results
Assuming you made it through the casting time of the ritual, it is now time to pull your
Alterations. This is where the Formal Marshal comes in. He will note the time and ritual on a

The Game System of SOLAR - 81


Formal Log, and go over the Alterations with you. (See below for a description of an
Alteration.) The Alterations of each Ritual will be listed on each Scroll. You will be asked to
pull marbles or some other colored object/coin to determine whether or not your ritual
succeeds or fails. This will end your Ritual. Very simple!

THE OUTCOME OF A FORMAL RITUAL


Success, Failure, or Alteration
A Formal Ritual, if performed correctly, has three possible outcomes: success, failure, or
success with alterations.

Success
This simply means that you performed the ritual perfectly and it was a perfect casting.

Failure
This means the ritual failed completely and all components are used up in the process.

Alteration
These are variables in the Formal Magic system. Each ritual has a random factor associated
with it that can be positive, negative, or not affect things at all. The Alterations are listed on
each scroll, and describe the result of said alteration. They can range from minor to
spectacular.

"The Pull"

Ritual level Successes Failures Alterations


1. 8 1 1
2. 7 1 2
3. 7 1 2
4. 6 1 3
5. 6 1 3
6. 5 1 4
7. 5 1 4
8. 4 1 5
9. 4 1 5

Adjusting "The
"The Pull" Ratio
The chart above shows the standard success/alteration/failure ratio for each level of Formal
Magic. Here’s where things get fun. This ratio can be manipulated to a certain extent in
several ways.
Assistant Caster
1 Success ↔ 1 Alteration
Assistant casters can assist in the casting of the Ritual by going through the casting with you.
They are players with Formal Magic skill no less than one level below the level of the Ritual
being cast in the appropriate Realm of Magic. They can remove one alteration or add one
alteration at their discretion. The Master (caster) WILL know which way an apprentice moves
the alterations. Also, an apprentice can cause a ritual to fail automatically. This also will be
known to the Master. You may only have 1 assistant per ritual. If you use an Assistant Caster
to affect a formal ritual, you cannot also use a Familiar.

82 - The Game System of SOLAR


Familiar
1 Success ↔ 1 Alteration
A Familiar has the ability to assist in formal casting, allowing the caster to make a one-step
change to the alteration scheme of any ritual the familiar assists with. If you use a Familiar to
affect a formal ritual, you cannot also use an Assistant Caster.

Type of Circle
1 Success → 1 Alteration REQUIRED SHIFT
Casting an Earth Ritual in a Celestial Circle of Power automatically adds 1 Alteration. The
opposite is true as well, for casting a Celestial Ritual in an Earth Circle of Protection.

Duration of Circle
1 Success → 1 Alteration REQUIRED SHIFT
A temporary Circle adds one alteration to the ritual, while taking away one success.

Role-
Role-playing
1 Success ↔ 1 Alteration
If the caster actively role-plays the ritual, in whatever way is deemed appropriate by that
player and the formal/plot marshal, then you may change an alteration to a success or a
success to an alteration.

Additional Components
1 Success ↔ 1 Alteration (or) 1 Success ↔ 1 Failure PER ADDITIONAL SET
Using an extra set of components in the Ritual will remove or add 1 Alteration or 1 Failure, if
more then 1 in the Ritual. There must always be at least one Alteration and Failure in a Ritual.
There is no limit to the amount of extra sets that you may add to the ritual, but you are still
bound by the rule of always 1 alteration and 1 failure in a ritual.

Master Caster's Proficiency


# Successes ↔ # Alterations
Alterations
(Caster's level of Formal Ability – Ritual level) * ½ = # of shifts from Successes to
Alterations at the caster's choice (rounded up). For example, a Caster with level 6 formal
casting a level 1 ritual can change ([6-1]*½=2.5 ÷ 3) up to three successes to alterations,
or any combination there of, as long as that meets the minimum of 1 success 1 alteration and
1 failure in the ritual.

Permanence
# Successes → # Alterations REQUIRED SHIFT
The more formal points/levels in an item will cause it to be harder to be successfully cast. The
following list will apply to points/levels NOT counting the permanence.
0-12 no change
13-18 changes 1 success to an alteration
19-24 changes 2 successes to alterations
25-30 changes 3 successes to alterations
31-36 changes 4 successes to alterations
37-42 changes 5 successes to alterations
43-48 changes 6 successes to alterations
49-54 changes 7 successes to alterations
55-59 changes 8 successes to alterations
60-64 changes 9 successes to alterations
65-69 changes 10 successes to alterations
This progression continues, adding one alteration per 5 levels of formal cast in the item.

Calculating "The Pull" Ratio


Ratio
Base Pull
First, the ratio of Success/Failure/Alterations is set to the "Base" as indicated on the scroll.
For the most part, this ratio is determined by the level of the ritual, as shown in the chart
above. However, some rituals may vary (such as Enchant Item) in which case the ratio listed
on the scroll should be consulted. In every case, this Base ratio will have at least 1 Success, 1
Failure, and 1 Alteration; and the total of the three will always equal 10.

The Game System of SOLAR - 83


Adjustments
Next, the ratio should be adjusted by accounting for each of the factors listed in the section
above. Remember, most adjustments may be made at the caster's discretion; however, those
adjustments indicated as REQUIRED must be included. After adjustments are made, it IS
possible to have a negative number of Successes, Failures, or Alterations. Likewise, you may
have a number of Successes, Failures, or Alterations, which exceed 8. This will be corrected
in the next step…however, it is worth noting that the total number of Successes, Failures and
Alterations should STILL equal 10.

Minimums
Finally, the ratio must be corrected to ensure that at least 1 Success, 1 Failure, and 1
Alteration are in the pull. If these minimums are met after the "Adjustments" step, no
correction is necessary and it's time to pull! If these minimums are not met, the following
corrections should be made.
Failures are corrected first. If there is not a minimum of 1 Failure in the pull, Successes
should be changed to Failures until at least 1 Failure is present. (i.e. 5 Successes, 0 Failures,
and 5 Alterations must be changed to 4 Successes, 1 Failure, and 5 Alterations) After the
minimum Failure is present, the Successes and Alterations should be changed until there is at
least 1 of each present. (i.e. 0 Successes, 9 Alterations, and 1 Failure must be changed to 1
Success, 8 Alterations, and 1 Failure.

FORMAL FAQS
"What can and can't be done during a Formal Ritual?"
Typically during a Formal Ritual that is not negatively impacting another player, you can do
other things for the game, such as Monster, help PLOT, sit quietly in your cabin and read or
listen to music, etc. You cannot leave site, sleep, go down to the lake and go swimming or
anything like that. In other words you can either work for the game or stay in your cabin and
role-play casting the ritual.

"What happens if I talk during the casting of a Ritual?"


The ritual will fail if it is negatively impacting another player/npc. If you are casting a ritual
that does not require you to actively participate in it, then you may talk with your cabin
mates, etc. See: What can be done during a Ritual.

"Can I research my own Formal Magic Ritual?"


No. At this time the game is not designed to allow the players to research their own rituals.
This may come at a future time. If you have an idea for a new ritual, tell a PLOT member or
Formal Marshall, and they can relay it to the appropriate person.

“Can I combine rituals to see what happens?”


No. Unless specifically stated on the Scroll, Rituals cannot be combined to see what happens.
This is done to insure consistency and fairness in the Game.

“Can I cast Rituals during Spell Reset?”


No. If you are beginning an hour long Ritual at 4:30 and Reset is at 5:00, then the remaining
30 minutes will have to be continued once the in game signal is given again.

"Can I Cast Rituals on other players?"


This is permitted as long as it is noted on each Scroll. The other player may have something to
say about this if it is detrimental to that character! The procedure is the same for the most
part, with one significant difference. You MUST remain in the Circle or Formal Area the
entire casting time of the ritual. You must also conform to these guidelines:
You cannot talk. Any in game conversation will cause the Ritual to fail, and all components
will be lost.

84 - The Game System of SOLAR


Any abrupt movement, such as being startled or falling out of a chair can cause the ritual to
fail. This would be judged by the Formal or Plot marshal present. Sleeping while casting the
Ritual will cause it to Fail.
You must be able to physically read the Scroll while casting the Ritual. There is no infra-vision
in SOLA R . If the Marshal asks you to read the Scroll, you must be able to out of game, to
prove there is sufficient light to cast the ritual.
You may chant, sing, hum, or role-play in other suitable ways during the casting of the ritual.
You may also simply sit quietly in the circle with the Scroll in front of you.
You can also gesture in a quiet manner, such as pointing, nodding your head. You may not
mouth words, or write things down. (unless called for in the Ritual)
Finally, if all parties involved agree, then the requirements above can be waived, and the ritual
time must pass, then the Alterations can be pulled.

The Game System of SOLAR - 85


MAGICAL PRODUCTION
Potions and Scrolls are another way of casting spells. They have the same affects as the spell by
the same name. Potions and Scrolls allow a person to cast a spell, which he may not have
learned yet, or to augment his Spell Pyramid.

POTIONS
Potions are ingested to gain their affects. While a player is not required to actually ingest the
phys-rep liquid, he must act out drinking the entire potion by counting to three and holding
the potion tag to his mouth. All effects from a potion are felt only by the character that drank
it. Also, potions bypass all spell defenses (Note: If a character has a spell defense active and
takes a potion which is a spell defense, only one, the higher level spell defense, will be active).
It is possible for a potion to be administered to an unconscious person by another character,
but the unconscious character cannot "accidentally" drink one.
Potions may be created each reset by a character with the Create Potion skill. For each level of
this skill, the character may produce 1 level of potions. That is, a character with Create Potion
level 4 may produce a Turn Undead (E,4) potion, two Endow (E,2) potions, or any other
combination of levels. Potion Labs double this amount, and may be purchased in play.

SCROLLS
Scrolls can only be read by someone with Read Magic. A character may only cast from a
scroll if the spell is no more than four (4) levels above the highest level Celestial Spell the
character can cast without a scroll. If a character does not have a first level spell slot, he may
cast up to fourth level Celestial Generalist scrolls.
For example, Thengar the Warrior, who has the Read Magic skill and no spell slots, may cast
up to fourth level spells from scrolls, whereas Alec the Celestial Mage, who has a fifth level
spell slot, may cast any level spell from scrolls of 9th level and below.
To cast a spell from a scroll, the caster must be able to read it (i.e., it cannot be dark). The
caster must then incant the verbal written on the scroll and throw a spell packet. Once cast,
the scroll disappears (out-of-play, the scroll must be torn in half and disposed of properly,
NOT on the ground.)
Scrolls may be created each reset by a character with the Create Scroll skill. For each level of
this skill, the character may produce 1 level of scrolls. That is, a character with Create Scrolls
level 4 may produce a Flame Bolt (C,4) scroll, two Armor (C,2) scrolls, or any other
combination of levels. Scroll Libraries double this amount, and may be purchased in play.

CASTING MAGIC FROM ITEMS


There are magical items in SOLA R which enable characters (in a limited fashion) to cast spells,
even if they do not have any magical skills. These items may be found on modules, vanquished
foes, or created by a caster via Formal Magic.

Magical Items – Usage and Activation


All characters may activate Generalist Celestial and Earth magical items enabling them to cast
spells of 4th level and below, however in order to activate items above 4th level they must meet
certain requirements. The requirements to activate a magical spell from an item is that the
character must possess a spell slot of a minimum of 4 levels below the spell he wishes to cast
from an item, for example -- to cast a Life (E,9) spell, a character would need to possess a 5th
level Earth Generalist or Druid spell slot; while to cast an Elemental Blast (C,9), a character
must possess a 5th level Elementalist spell slot. Restrictions are also enforced for the
subclasses, for although a specialist may be able to cast 1st-4th spells from magical items of a
generalist nature, unless he possesses a secondary column of generalist nature he/she may not

86 - The Game System of SOLAR


cast spells above 4th level from a generalist’s spell selection. For example, a Confinist with four
9th level spells still cannot use a magical item to cast a Dragon’s Breath (C,8), unless he
possesses a 4th level Celestial Generalist or Elementalist spell slot in his secondary or tertiary
columns.

The Activation Procedure


To activate a magical item, the character must be wearing the magical item in an appropriate
location(i.e. rings on fingers, necklaces around the neck, earrings in ears, and so on) and must
say the full correct verbal for the spell being cast, not a code word or the spell name. For
example, to cast a Life (E,9) spell from a magical item one would say “I grant you the gift of
Life!”, delivering a packet or touch-casting just as one would with any normal spell.
There are several types of magical items that grant magical spells to characters, the most
common of which are typically called “One-Shots” or enchanted items, which are spells that
are stored in a 6-12 inch rod or focus and have the specially prepared one-shot tags attached
to it. To activate a one-shot from a focus, a caster must have his hand on the focus and go
through the activation procedure as above except that before he or she says the verbal he or
she must say “Activate!” For example, to cast a Life (E,9) spell from a one-shot a character
must have his hand on his focus, and then say “Activate! – I grant you the gift of Life!”

Magic Items – Special Circumstances


Circumstances
A character that casts a spell from an item is considered the caster of that spell. Therefore, if
a Celestial caster were to cast a Circle of Power (C,9) from an item, he would be able to
lower and raise said Circle of Power (C,9), just as he would be able to if the spell had come
from his own memory.
A character wearing an item, which grants him the ability to cast a spell defense, is able to
activate that item, giving him another defense, without blowing his spell shield. This is a rule
that is similar in manner to casters casting on themselves, under their own spell shields. For
example, it is possible to have a Defend (E,8) and have your Toxin Shield (E,5) blown, it
would then be possible for a caster to activate an item to recast that Toxin Shield (E,5) on
himself without blowing his Defend (E,8). The only exception to this rule is if the item grants
a spell Shield; in this case, the higher level shield will remain active and the lower level shield
will be dispelled. It is also possible for a caster to cast healing spells from items under his own
spell shields, just as if he were casting the spells from memory.

The Game System of SOLAR - 87


POISON PRODUCTION
CREATING & USING POISONS
Poison Lore is a prerequisite for identifying, making, and/or using poisons. Poison makers must
have Level 1 poison making to use ingested poisons, and level 10 to throw poison gases.
Production points are the number of points a poison maker can spend each day. A poison
maker has production points equal to his skill rank. A poison lab will double the Production
Points, up to 40 points.
Example: Alho Rengate has 5 levels of poison making and a lab. 5 x 2 = 10
A poison maker may only use one lab, for a maximum total of 40 points per character, per
day. Production points may be spent at Check In and Spell Reset. Production points may not
be traded or held over to the next day or next event.
The use of poisons is controversial and may be illegal in certain areas. Check with your local
seneschal.

Cost
Production
Poison Type Points
Silver

Berserk Ingested 6 2
Berserk Gas 12 5
Cause -2 Damage Ingested 1 1
Cause -2 Damage Gas 2 2
Cause -4 Damage Ingested 2 1
Cause -4 Damage Gas 4 2
Cause -12 Damage Ingested 5 2
Charm Ingested 4 2
Charm Gas 8 4
Death Ingested 5 2
Death Gas 10 5
Forget-It-Well Ingested 10 5
Forget-Me-Not Ingested 8 4
Hallucinoid Ingested 4 2
Instant Death Ingested 8 4
Love Ingested 6 2
Love Poison #9 Ingested 12 5
Nausea Gas 8 4
Paralysis Ingested 6 2
Paralysis Gas 12 5
Sleep Ingested 4 2
Sleep Gas 8 4
Slow Poison Ingested 2 1

Unless otherwise stated in the poison description, a Purify Blood (E,5), or Remedy
(E,7), will cure the effects of most poisons.

88 - The Game System of SOLAR


POISON DESCRIPTIONS
Berserk
Type: Gas/Ingested
Duration: 10 min.
Causes victim to attack the nearest person, creature, friend or foe, within sight to the best of
his ability for ten minutes. Once subdued, the berserk goes away.

Cause -2 Damage
Type: Gas/Ingested
Duration: Instant
Causes two (2) Body Points of damage.

Cause -4 Damage
Type: Gas/Ingested
Gas/Ingested
Duration: Instant
Causes four (4) Body Points of damage.

Cause -12 Damage


Type: Ingested
Duration: Instant
Causes 12 Body Points of damage.

Charm
Type: Gas/Ingested
Duration: Instant
Causes the target to treat the attacker as though the attacker is his best friend in the world.
The victim must stay by the attacker's side and listen to his suggestions.
Although the attacker is the victim's best friend, the victim will not mindlessly follow the
attacker's orders, nor will he do anything that he would not normally do, unless the attacker
gives him a very good reason (that's why it's called role-playing).
If the attacker's party attacks the victim, the attacker must give a convincing reason why he is
not helping to defend the victim, or the spell will be broken immediately.
A character already under the Effects of a Charm (C,6 or monster Affect) is not affected by a
Charm poison.
The charm effect lasts 10 minutes.

Death
Type: Gas/Ingested
Duration: Instant
Death Poison contaminates the blood of the victim. The victim will die in one minute unless
Purify Blood (E,5), Remedy (E,7),Renew (E,8), or proper antidote is administered. Painful
death, play it up.
While poisoned with a Death Poison, a character will be unable to fight, cast spells, or run. He
must slowly crawl wherever he wishes to go. The character may not be given a Killing Blow
until subdued.

The Game System of SOLAR - 89


Forget-
Forget-It-
It-Well
Type: Ingested
Duration: Instant
Causes victim to forget one event from the past and remember a 1-10 word phrase in its
place (Plot marshal must be notified as soon as possible to record the phrase). This can only
be cured if done so within the first 2 hours. After that time and up to one year it can only be
removed with a Cleanse Ritual. After one year has passed it is permanent and cannot be
removed by any means. Cannot be self-administered. The Identify formal ritual will not detect
this effect.
The player must keep the Forget-It-Well tag on his Skill ring.

Forget-
Forget-Me-
Me-Not
Type: Ingested
Duration: Instant
Causes the victim to lose memory of the last fifteen minutes. A 1-10 word phrase, told to the
victim, will be remembered instead (plot marshal must be notified immediately to record the
phrase). This can only be cured if done so within the first 2 hours. After that time and up to
one year it can only be removed with a Cleanse Ritual. After one year has passed it is
permanent and cannot be removed by any means. Cannot be self-administered. The Identify
formal ritual will not detect this effect.
The player must keep the Forget-Me-Not tag on his skill ring.

Hallucinoid
Type: Ingested
Duration: Instant
Causes victim to hallucinate for ten minutes. Cannot engage in combat or cast spells. Use
imagination with this one, and remember, whatever you choose to hallucinate about, you have
to do it for ten minutes.

Instant Death
Type: Ingested
Duration: Instant
Kills living target instantly, as if struck by a killing blow.

Love
Type: Ingested
Duration: Instant
Causes the victim to fall deeply in love with the next person of the appropriate sex until the
next new moon. May be cured by Purify Blood (E,5), Remedy (E,7), Renew (E,8), Charm
Break (skill), Resurrection or the proper antidote. This effect does NOT require you to act in
a way that makes you uncomfortable.

Love Poison #9
Type: Ingested
Duration: Instant
Instant
Same as Love (above), but may only be cured by Love Antidote #9, or if the character is
Resurrected.

90 - The Game System of SOLAR


Nausea
Type: Gas
Duration: Instant
Causes the victim to be sick and weak enough to be unable to run, and call –2 damage in
combat.

Paralysis
Type: Gas/Ingested
Gas/Ingested
Duration: Instant
Completely immobilizes the target. He may not move any part of his body. Other characters
may move parts of his body to pose him and may also give the victim a Killing Blow. Only an
Unparalyze (E,8), Purify Blood (E,5), Remedy (E,7), Renew (E,8) spell, or the proper
antidote will release the victim from his paralysis. Victim is paralyzed for ten minutes.

Sleep
Type: Gas/Ingested
Duration: Instant
Causes the target to fall into a deep sleep. He may only be awakened by shaking for 10
seconds, casting a Purify Blood (E,5), Remedy (E,7), or Renew (E,8), administering the
proper antidote, or by allowing it to run its course, which will wear off in ten minutes.

Slow Poison
Type: Ingested
Duration: Instant
Causes one (1) Body Point of damage per minute until treated. If not treated, the character
will die within one hour, regardless of the number of body points he has left..
Cure spells or potions will not cure this damage until a Purify Blood (E,5), Remedy (E,7), or
Renew (E,8) spells or proper antidote is administered.

The Game System of SOLAR - 91


ALCHEMY PRODUCTION
CREATING & USING ALCHEMICAL SOLUTIONS
Herbal Lore is a prerequisite for identifying, making, and/or using alchemical solutions.
Alchemists must have level 1 alchemy to use ingested elixirs or solvents, and level 10 to use
alchemical gasses. Production points are the number of points an alchemist can spend each
day. An alchemist has production points equal to his skill rank. An alchemy lab will double the
production points, up to 40 points.
Example: Black J. Armond has 5 skill levels of alchemy and a lab. 5 x 2 = 10
An alchemist may only use one lab, for a maximum total of 40 points per character, per day.
Production points may be spent at Registration and Spell Reset. Production points may not be
traded or held over to the next day or next event.

Cost
Production
Alchemical Solution Type Points
Silver

10 Acid Gas 4 2
20 Acid Gas 9 5
30 Acid Gas 20 10
Alchemical Solvent Solvent 4 2
Antidote Ingested 5 3
Antidote Gas Gas 10 5
Cure +12 Damage Solvent 7 3
Cure +2 Damage Elixir 2 1
Cure +2 Damage Gas 4 2
Light Solvent 1 1
Love Poison #9 Antidote Elixir 7 3
Oil of Slipperiness Solvent 5 3
Paste of Stickiness Solvent 5 3
Vorpal Coating +1 Solvent 8 4
Vorpal Coating +2 Solvent 15 7
Vorpal Coating +3 Solvent 20 10

Elixirs must be ingested, solvents must be applied, and gasses are thrown. See Throwing Gasses
after Poison Descriptions for information on constructing the gas packs and using them in
combat.

ALCHEMICAL SOLUTION DESCRIPTIONS


10 Acid
Acid
Type: Gas
Duration: Instant
Causes ten (10) points of damage, armor and/or body, upon contact when vial is broken. Vial
must be thrown at intended target. This damage can be blocked by shields.

92 - The Game System of SOLAR


20 Acid
Type: Gas
Duration: Instant
Causes twenty (20) points of damage, armor and/or body, upon contact when vial is broken.
Vial must be thrown at intended target. This damage can be blocked by shields.

30 Acid
Type: Gas
Duration: Instant
Causes thirty (30) points of damage, armor and/or body, upon contact when vial is broken.
Vial must be thrown at intended target. This damage can be blocked by shields.

Alchemical Solvent
Type: Solvent
Duration: Instant
Negates an Oil if Slipperiness or Paste of Stickiness.

Antidote Gas
Type: Gas
Duration: Instant
Neutralizes the effects of any gas poison that has not become permanent.

Cure +2 Damage Elixir or Gas


Type: Gas/Ingested
Duration: Instant
Restores two (2) Body Points.

Cure +12 Damage - Elixir


Type: Ingested
Duration: Instant
Restores twelve (12) Body Points.

Ingested Antidote
Antidote
Type: Ingested
Duration: Instant
Neutralizes the effects of any gas poison that has not become permanent.

Light
Type: Solvent
Duration: 12 Hours
Produces light when vial is broken over object to be lit. Does not affect creatures otherwise
harmed by Light (E,1) spells. Lasts until daybreak. A light elixir cannot be applied to weapons.

The Game System of SOLAR - 93


Love Poison #9 Antidote
Type: Ingested
Duration: Instant
Negates Effects of Love Poison #9.

Oil of Slipperiness
Type: Solvent
Duration: Instant
When applied to an item, it cannot be picked up for one hour. When applied to an area, no
one may enter the affected area without slipping. Makes one vial, about one ounce, which will
cover a 12-inch by 12-inch area.

Paste of Stickiness
Type: Solvent
Duration: 1 Hour
Acts as a glue for one hour. Can also be used to paste objects to someone so they cannot be
removed for an hour. Makes one vial, about one ounce, which will cover a 12-inch by 12-
inch area.
If a player pastes a weapon to his hand, and that weapon is shattered (e.g. Shatter (C,3)
spell), he cannot wield a weapon with that hand until paste wears off or is removed by the
Alchemical Solvent or an Unbind (E,5) spell. Likewise if a player is disarmed (C,1) or
fumbled (E,1), he cannot use the weapon for the 5-second duration of the spell.

Vorpal Coating +1
Type: Solvent
Duration: Until used
Applied to any weapon, causes additional one (1) point of damage for 3 swings upon initial
contact with armor or body. Solvent is applied to the weapon blade, and tag should be taped
to the weapon. Vorpal Coatings may not be stacked with other alchemical solutions.

Vorpal Coating +2
Type: Solvent
Duration: Until used
Applied to any weapon, causes additional two (2) points of damage for 3 swings upon initial
contact with armor or body. Solvent is applied to the weapon blade, and tag should be taped
to the weapon. Vorpal Coatings may not be stacked with other alchemical solutions.

Vorpal Coating +3
Type: Solvent
Duration: Until used
Applied to any weapon, causes additional three (3) points of damage for 3 swings upon initial
contact with armor or body. Solvent is applied to the weapon blade, and tag should be taped
to the weapon. Vorpal Coatings may not be stacked with other alchemical solutions.

94 - The Game System of SOLAR


TRAP PRODUCTION

CREATING & USING TRAPS


Any character that has the Create Traps: Level 1 skill can build and set a trap. To build a trap
the player must first have a phys-rep of the appropriate size and function including a “trigger”
for the trap. Triggers can be any audio device (such as buzzers, snaps, mouse traps, balloons,
etc.) or visual device (such as lights, electric sparklers, brightly colored streamers, etc). No
fireworks of ANY kind may be used for triggers.
Traps are built using the Production Point System. For each level of Create Trap that is bought,
the character has one (1) Production Point to spend on building traps each check-in and Reset.
The number of production points used to create a trap determines its cost in silver and the
amount of damage it does. The cost is one (1) silver per one (1) Production Point, and the
damage per Production Point varies by trap type.
Trap Labs double the production points for one person each reset. They are purchased in
play.
At reset, you spend production points to build your traps and receive your Trap Cards. The
Trap Card lists what type of trap it is, how much damage it does, and any special effects the
trap may have. Traps can only be used in areas where Marshal Notes are posted or on
Modules (with prior approval of the Module Marshal). The trap card must be placed in the
Marshal Notes folder or be attached to the trap phys-rep.
Traps may hurt characters, but not players. Unsafe traps are prohibited.

Setting Traps
Traps can be set as fast as the player can set it. If the character setting the trap takes any
damage while setting the trap, then the trap is triggered and he/she will also take the full
damage of the trap.
Once set, a trap can only be moved after it is disarmed.
Also, traps may not be set within five (5) feet of each other, measured from the center of
each trap. Traps within five (5) feet of each other will fail to have any effect when triggered.
However, the radius effect of the traps may overlap to cause a target to take damage from
multiple traps at the same time.

Disarming Traps
Traps
If a character without the Disarm Traps skill attempts to disarm a trap, it will trigger it
immediately. Characters attempting to disarm that have the Disarm Trap skill must actually
physically disarm the trap - having the skill does not guarantee success!
The trap may be disarmed in any manner that does not cause permanent damage to the trap
phys-rep. Permanent damage is any damage that the Rogue Marshal cannot repair quickly.
Once a trap is disarmed, it may be moved and used again by anyone with Create Trap level 1
skill, however, the new owner must make his/her own trap phys-rep, the old phys rep is
belongs to the trap’s original owner.

The Game System of SOLAR - 95


TRAP DESCRIPTIONS
Acid Trap
Min Damage: 20 Damage per Production Point: 4
Max Damage: 120
Description: Acid traps spray a myriad of toxic acids that affects everyone within 5 feet of the trap.
This corrosive cloud not only eats the flesh from their victim but also destroys any of their most
fragile possessions.
Acid Traps use some sort of audio or visual device to announce the trap has been activated.
The phys-rep for the trap must be at least one-half a cubic foot in volume (12”x 12”x 6”).
Once triggered, an Acid Trap deals full damage to everyone within a five (5) foot radius of
the center of the trap. Any alchemy, poisons, potions, or scrolls on the affected characters are
automatically destroyed. Once triggered or misfired, the trap is destroyed and may not be
reset.

Explosive Trap
Min Damage: 20 Damage per Production Point: 2
Max Damage: 80
Description: Explosive traps contain volatile materials bundled with lethal shrapnel. When triggered,
the trap explodes violently, ripping through its victims and destroying most of their non-magical
possessions.
Explosive Traps use some sort of audio or visual device to announce the trap has been
activated. The phys-rep for the trap must be at least one (1) cubic foot in volume: (12”x
12”x 12”).
Once triggered, an Explosive Trap deals full damage to everyone within a five (5) foot radius
of the center of the trap. Any item which can be shattered (as per the spell Shatter (C,3) is
destroyed. This includes, but is not limited to, weapons, shields, silver, potions, scrolls,
poisons, formal components, etc. Once triggered or misfired, the trap is destroyed and may
not be reset.

Fire
Fire Trap
Min Damage: 20 Damage per Production Point: 4
Max Damage: 120
Description: Fire Traps erupt in a giant fireball, engulfing the victim in an inferno that both melts
flesh and consumes their fragile possessions as well.
Fire Traps use some sort of audio or visual device to announce the trap has been activated.
The phys-rep for the trap must be at least one-half a cubic foot in volume.
(12”x 12”x 6”)
Once triggered, a Fire Trap deals full damage to everyone within a five (5) foot radius of the
center of the trap. Any alchemy, poisons, potions, or scrolls on the affected characters are
automatically destroyed. Once triggered or misfired, the trap is destroyed and may not be
reset.
The Fire Shield (E,5) or Elemental Shield (E,8) spells will protect against all damage done by a
Fire Trap.

96 - The Game System of SOLAR


Gas Trap
Damage: Special (Per poison used)
The Production Point cost for a Gas Trap is equal to Production Point cost for the gas being
placed in the trap. The vial holding the gas must be placed in the trap when it is set. Ingested
poisons may not be placed in a gas trap, only gasses. When the trap is triggered, it has a 5'
radius of affect and may not be reset. Double Production Points may be used to increase the
radius affect to 8’ radius.

Massive Mechanical
Min Damage:
Damage: 20 Damage per Production Point: 4
Max Damage: 120 Cost is 4 silver per production point
A large crushing-type object, such as a boulder falling from above, a swinging sword, etc, must
represent a Massive Mechanical Trap.
A Massive Mechanical Trap may not have an area of affect larger than eight (8) feet in
diameter. Massive Mechanical Traps may be reset by anyone possessing the Set Traps skill after
they are used.
A Massive Mechanical Slay trap cost 40 production points and 25 gold to create.

Mechanical
Mechanical Traps
Min Damage: 10 Damage per Production Point: 2
Max Damage: 80 Cost is 2 silver per production
Mechanical Traps use some sort of firing device that launches or swings a foam projectile at
their victim. These projectiles should fall under the minimum and maximum sizes for small
weapons and contain no PVC. These projectiles may be blocked by a shield and/or batted
away by a weapon. Mechanical Traps may be reset by anyone possessing the Set Traps skill
after they are used.
A Mechanical Slay trap costs 20 production points and 10 gold to create.

The Game System of SOLAR - 97


MONSTERS

SPECIAL ATTACKS BY MONSTERS


Most of the following special attacks or “taglines” are administered through the use of claws.
In the rare case that a tagline can be utilized via a weapon, this will be notated within the
description of that ability.
Claws may not be used to block damage. Any damage dealt to a monster's claw affects the
monster. Taglines, unless otherwise noted, have a duration of ten (10) minutes.
Some of these taglines or abilities are very rare – others are more commonplace. It is
suggested that players familiarize themselves with these abilities in order to better understand
and role-play the effects when they encounter them. All tagline monster attacks are
considered metabolic in nature except for “body”.

Body
Any attack paired with this tagline will go immediately to the target’s body total, bypassing
any armor points that the target possesses. Attacks with this tagline can be blocked by
physical means (weapons and shields).
The body tagline is considered a “magical” attack for the purpose of immunities.

Curse
This attack, once it penetrates armor points, affects the target with the curse spell. Attacks
with this tagline can be blocked by physical means (weapons and shields).
The body tagline is considered a “magical” attack for the purpose of immunities.

Disease
This attack, once it penetrates armor points, affects the target with a non-contagious disease.
The target can fight but calls two (2) points less damage in combat, regardless of whether they
may have Weapon Proficiencies or enhanced strength. Additionally, the target can cast spells
but cannot run or use the Dodge or Dodge-Block skill. This disease can be cured as any
normal disease. This attack will affect any living individual, regardless of whether or not they
are healed by chaos.
Typically only used by claw-wielding monsters, this tagline may occasionally be used with
weapons.

Drain Life
This attack, once it penetrates armor points, drains the majority of life energy from the target,
leaving only enough for him/her to crawl. The victim may not fight or cast spells. As per the
Drain Life (C,7) spell, the target may not be the recipient of a Killing Blow unless they are first
subdued and the use of a Remedy (E,7), or Renew/Waste (E,8) spell will restore the missing
life force to the victim.

Entangle
Any attack paired with this tagline will cause the target to be physically immobilized from the
neck down, and rooted to the spot where entangled. As with the Entangle (E,3) spell, this
effect may be broken with any endow or empower spell or someone else using an edged
weapon may cut the target free. Any natural strength bonus of two (2) or higher will break
Entangle effects.

98 - The Game System of SOLAR


Massive
Any attack with this tagline is so forceful that it cannot be blocked by any ‘normal’ means.
Any attempt to block this attack by use of weapons or shields results in the person wielding
the weapon/shield to suffer the damage. The Critical Parry, Fatal Blow Parry, Shield Parry,
Dodge and Dodge-Block skills may NOT be utilized to avoid these strikes.

Nausea
This ability makes the target sick, and unable to do anything but retch and crawl. It must
penetrate the target’s armor points if delivered via a claw or weapon. If used as a packet
attack, it will affect the victim unless they are wearing a “Toxin Shield” (E,5) or are resistant
to poison effects. The target may not be given a Killing Blow until subdued.
This attack will affect any living individual, regardless of whether or not they are healed by
chaos.

Paralyze
This attack, once it penetrates armor points, completely immobilizes the target. They may not
move any part of their body, although others may, and may be the recipient of a Killing Blow.
As per the Paralyze (E,8) spell, a Remedy (E,7) or Unparalyze (E,8) spells will release the
target from the paralysis. Victims of paralyzation are aware of their surroundings and can hear
and feel pain, but may not react to it.

Poison
This attack, once it penetrates armor points, contaminates the blood of the victim. While
poisoned, the inflicted target will be unable to fight, cast spells, or run. They must slowly crawl
wherever they wish to go. The target may not be given a Killing Blow until subdued.
This attack will affect any living individual, regardless of whether or not they are healed by
chaos.

Rust
Any attack paired with this tagline will cause the item struck to crumble into useless rust if
made of normal metal. This includes normal weapons and armor.
When the item(s) are destroyed, the tag(s) for said item(s) should be given over to the player
of the monster. Armor and weapons destroyed by the ‘Rust’ tagline may NOT be repaired
by the use of the Armorsmith skill, and new tags (representing the acquisition of said item)
must be acquired in-play (usually by purchase at the Armorsmiths).

Weakness
This attack, once it penetrates armor points, reduces the target’s strength. The target calls four
(4) points less damage in combat, regardless of whether they have Weapon Proficiencies or
enhanced strength.

The Game System of SOLAR - 99


MONSTER ABILITY DESCRIPTIONS
Breaking Confining Spells
This is the breaking of the spell/ability that mimics the indicated spell on the monster, usually
by brute strength. It requires a certain strength bonus, a count (Breaking One...Breaking
Two... etc.) and a loss of body points for the monster. This can ONLY be done by a monster
if that monster is affected, and multiple creatures jointly combining their strength will NOT
have a cumulative effect Unless stated in a monster’s description, the following rules apply:

To Break: Requires:
Physical Web/Entangle Endow or +2 Strength, no count, 0 Body loss (Say “BREAK” or
“ENDOW BREAK”)
Pins/Traps +2 Strength, 3 Count, loss of 3 Body
Binds/Snares +4 Strength, 4 Count, loss of 6 Body
Webs +6 Strength, 6 Count, loss of 12 Body
Imprisons +10 Strength, 10 Count, loss of 25 Body
Stone Web +12 Strength, 24 Count, loss of 25 Body

Certain monsters have such great Strengths that they are able to just ‘SNAP’ the hold of the
effect on them. In this case, there is no breaking count or Body loss. The monster just says
‘SNAP’ and continues on its path. This required strength is 2 times plus 1 the amount
normally needed to break the confining magic (i.e., +5 strength to ‘SNAP’ a Trap). Certain
monsters may have the ability to ‘SNAP’ confining at a greater rate than their strength
indicates – if so, this will be notated in the monster’s description.

Gaze
Some creatures may make special attacks with a piercing gaze. This packet delivered attack
ignores protective barriers such as Circle of Power/Protection, Ward or Wall of Force DO
protect those inside from the gaze’s effect.

Immunity
Sometimes creatures will be completely immune to an attack type and will respond with ‘No
Effect!’ if attacked with that attack form. No amount of damage by that type of attack will
harm the creature. Some creatures are immune to certain types of weapon damage, insofar as
weapons of that type are not effective against them.
An example of this is where a creature is immune to ‘normal’ weapons and may only be
harmed by ‘silver’ or ‘better’ weapons.

Influence and Vampyric Dominate


A natural power that closely imitates the effects of the Charm (C,6) and Friendship (E,7)
spells; constant eye contact must be maintained between monster and victim for 10 seconds
for the power to take effect. The ability has a duration of ten (10) minutes.
While Influenced, the victim will do whatever the creature desires and is only interested in
protecting and serving the creature, even to the point of defending it from attacks by friends.
The victim will not ‘out and out’ attack friends, but will defend the creature if the player
senses danger to it. Either the creature must die or the time limit must expire for the effects
to wear off. Disrupt Enchantment, Dispel Greater Magic and Disjunction will also remove the
effect from an individual, as will the Charm Break ability of Sylvan fey.

100 - The Game System of SOLAR


Phase/Meld
This ability allows the creature to either ‘Phase’ or ‘Meld’ into or out of sight or into or out of
an element of nature (Earth, Stone, Wood, Water, Air). Unless otherwise stated, it takes a
slow three count of saying ‘Phasing in 1, Phasing in 2, Phasing in 3’ for an unseen creature to
‘Phase’ in and be seen and become attackable. It cannot be seen or sensed until the count is
over.
While doing the phasing in count, the monster holds his weapons over his head and slowly
brings them down to usable location by his side. To ‘Phase Out’, a slow three count of
‘Phasing out 1, Phasing out 2, Phasing out 3’ is necessary and the creature is visible and able
to be damaged until completely phased out. While phasing in or out, the creature can change
its mind and phase back the other way, by reversing the count and putting their weapons back
in position as required. A ‘Phased Out’ creature can sense other creatures, but does not know
who they are unless the monster has encountered them before and “recognizes” them. The
ability to ‘Meld’ works the exact same way, but is generally used for going into and out of the
solid elements, while the ‘Phase’ ability is generally used for air and other ‘Planes’. The
Shackle (C,9) spell will trap a phasing or melding creature on the current plane of existence
for 1 hour, denying them the ability to phase or meld. A ‘Phased Out’ creature may walk
through solid objects, including both doors and walls – out of play, the person playing the
‘Phased’ creature may open doors or move around obstacles as necessary to simulate his or
her phasing through the object. A “phased” creature may NOT phase through a raised Wall
of Force (C, 8), Circle of Power (C, 9), Circle of Protection (E, 9), or Ward (C, 9).

Physical Bind
‘Physical Bind’ is a physical confining attack similar to Entangle, though stronger and it is not
magical. This effect acts just like the Bind (E,5) or Snare (C,4) spells. Generally a packet
attack, it requires a +4 Strength bonus to break, taking a 4 count to break it and causing 4
points of damage to the victim.

Physical
Physical Web
‘Physical Web’ is a physical confining attack, which creates a physical web around the victim,
immobilizing them. Generally a packet attack, it takes a +2 natural Strength bonus to break,
or any of the strength enhancing spells such as Endow (E,2), Empower (C,1), Delayed
Empower (C,2), or Greater Endow (E,4) will also break the Physical Web. It does not take a
count to break the Physical Web and causes no damage to the victim when broken.

Resistance
Certain creatures are resistant to certain attack types. When they are hit with an attack that
they are resistant to, they will state ‘Resist!’. Sometimes the creature is only a bit resistant to
the attack form and will only be able to “Resist” the damage type once, however some
creatures are able to resist the damage type more often. However, they are not immune to
the damage type and should their resistances be used up, then they are affected by the attack
as normal.

Standard Lesser Undead Package


All lesser undead have the following Abilities/Immunities/Disadvantages, unless stated
otherwise in their description:
• Healed normal by Chaos Magic
• Harmed double by Curing magic
• Immunity to Doom, Mind Effecting (Charm, Friendship, Sleep, Trance) and Metabolic (Life
Drain/Poison, Age/Wither Limb, Paralyze)
• Effected by Elude Undead, Repel Undead, Control Undead, Turn Undead, Zone of Life and
Greater Control Undead
• Destroyed into a pile of dust by Destroy Undead spell unless it has a Armor of the Dead, Spirit
Armor or Mage Armor
• Destroyed utterly by Annihilate Undead spell regardless of whether it has a spell shield or not

The Game System of SOLAR - 101


Stone Web
The strongest of the natural physical-confining attacks, Stone Web is a generally a packet
attack and acts like the Imprison (C,8) spell except for the fact that the victim is stuck to the
ground. It is a physical, not magical attack as well and requires a longer count to break.
While trapped within a Stone Web, the victim cannot be affected by spells or physical damage.
The duration for a Stone Web is 10 minutes.

Tidal Wave
When this ability is used, ‘Tidal Wave!’ is uttered anyone within a 20-foot radius of the
creature backs up 20 feet and lies down on the ground and also takes 5 points of Body
damage.

Threshold
A monster with Threshold has hide, skin, shell or some other defensive ‘layer’ that is resistant
to damage. It takes a certain amount of damage to penetrate this ‘Threshold’ and damage
equal to or less than the threshold does not penetrate and cause no damage to the creature.
Once this amount is exceeded by at least one point, the creature takes all damage dealt by the
opponent. For example, a creature with a Threshold of 2 is immune to attacks that deal one
or two points of damage, but if hit for 3 or more will take all 3 points of damage.

Toughness
A monster with Toughness has a very resilient hide or other defensive layer that absorbs
damage dealt to it. Any amount less than or equal to the Toughness value is completely
ignored by the creature. Any attack that exceeds the value for the Toughness results in
lessened damage to the creature by the amount of the Toughness.
For example, a creature with a Toughness of 3 is hit by an attack dealing 5 points of damage
will take 2 (5 minus 3) points of damage.

Wave
When this ability is used, ‘Wave!’ is uttered and then a Hold is called. Anyone within a 10-
foot radius of the creature backs up 10 feet and lies down on the ground. Once everyone is
down, play is resumed.
Some monsters have the ability to cause certain affects with their attacks and will call the
appropriate damage (i.e., "4 Life Drain!"). In order for the character to be affected by this,
he must take body damage from the creature. Armor will take the amount of damage called
but will protect the wearer from the Affect.
For example, Sven Rigard has 10 body points and 7 armor points. He (unfortunately) finds
himself in combat with a spectre that is calling, "5 Life Drain." The first blow the spectre lands
on Sven takes away 5 armor points, leaving him with 2 armor and 10 body. The next blow
the spectre lands will take away 2 armor, but also 3 body. This means the spectre's special
Life Drain attack has affected Sven and he can now no longer fight. Left unaided, the spectre
could choose to subdue Sven (beat him to 0 body) and kill him or just leave him there until
the effects of the Life Drain wear off.
Left untreated, all special monster effects last for ten minutes. Listed below are some of the
more common special attacks: Any special attack which states the name of a spell (e.g. "5
Sleep!") have the same effect as the spell but shall only last 10 minutes.

102 - The Game System of SOLAR


STEALING AND SEARCHING
Stealing a Weapon
When a player has his weapon checked for safety, he will be given a weapon tag along with the
weapon safety tag (provided it is deemed safe), both of which should be placed on your tag
ring (provided by SOLA R ). A weapon must have a weapon tag in order to be used. A
marshal may ask to see a weapon tag at any time and may take the weapon if the tag carried
by the player on his tag ring.
When a character wishes to steal a weapon, he must take the phys-rep and make his getaway.
Once the character has successfully escaped with the weapon, the player should put on his
white headband and return the phys- rep to the owner and then receive the weapon tag. The
victim will not be able to use his weapon until he purchases a new one from the Armorsmiths.
The thief may sell the weapon to the Armorsmiths or another player. The actual phys-rep for
the weapon or item is returned to the original owner. The new possessor of the item should
make his own exact copy phys-rep for the item by the next event if he wants to use it.

Searching a Person
If a character waylays, kills, or in any other way incapacitates another character, he may
search the victim. This is done by saying. "I search you," at which time the player who was
incapacitated must give up all of his in-play items which include: in-play money, magic items,
formal magic components, items purchased totally with in-play money, gems, jewelry and
other non-personal in-play items.
The victim may ask for a described search by saying "Describe your search". This means that
the attacker must tell the victim each location that he is searching, location-by-location. Once
a location is named (e.g. front right pocket), the victim must give up any in-play items, which
he has in his front right pocket. The attacker then names another location. This causes the
search to take the amount of time it would take if the SOLA R world were real. It also allows
other characters to notice that someone is being searched and offer aid if they deem it
necessary.
An item must really be where the victim says it is. If the victim says it is in a secret
compartment in his boot, the victim had better have it in a secret compartment in his boot.
If the victim has any magic items, each card must be turned in to the Plot Committee so that
the searcher may obtain the card when he has the item identified. Failure to return the card to
the Plot Committee as soon as possible could result in disciplinary action.

Searching a Cabin
In order to search a cabin, a Rogue marshal must be present. Anyone entering a cabin for
ANY REASON without a Rogue Marshal will be removed from site and asked not return to
SOLA R . Marshals are the only people, other than the cabin's registered occupants, who may
read the marshal notes for a building. Marshal notes are attached to every building and have
listed on them all security precautions, which have been taken in the building. The marshal will
inform any intruders if they have set off any of the building's defenses.
Any items on the floor under a bed or behind a dividing curtain are out-of-play if it is so
noted on the marshal notes and should not be taken. Players searching a cabin should make
sure that the items other than in-play money, weapons, spell and poison books, which they are
taking have an alphanumeric code on them. Items coded thus are the only ones that may be
stolen.
Before leaving the scene of the crime, the thieves must show all items taken from the cabin to
the marshal. If any out-of-play items are taken, they will be replaced by the marshal.

The Game System of SOLAR - 103


Securing Real Life Valuables
99.9% of the people who come to SOLA R are honest and kind individuals, and would never
take something that does not belong to them. SOLA R still advises everyone to secure your
real money, wallets, purses or anything of value in a secure area. A footlocker with a padlock
or in the trunk of your car. If you do not have a place to secure your possessions, SOLAR
management will be happy to secure it for you.

Securing In-
In-Play Valuables
It is a good idea to secure your in-play valuables in this world as well; some people just cannot
help themselves. For the lands are thick with rogues.
Certain places in town will hold money and valuables — for a price. Also, the Tavern and
Armorsmiths allow characters to put money on account. This gets it out of the character's
pocket and insures that he will have food or armor repair when it is needed. Remember if you
are going to turn in silver for build conversion, it’s a good idea to drop your money off to the
Ep box instead of carrying around a large pouch full of coin. The Ep box will always be
located in the tavern through out the entire event.
Traps may be placed on cabins or chests to safeguard them (see the Traps section), as well as
Wards for cabins and Wizard Locks for cabins and chests.
Security precautions on a building should be listed on the Marshal Notes, which can be found
at the entrance to the building. These notes may only be read by marshals and occupants of
the cabin. Anyone else caught reading these notes will be subject to disciplinary action.
All personal and out-of-play items should be put under a bed or behind a curtain, which
encloses a part of the cabin. Any items in these places are considered personal and out-of-
play. Anyone caught placing in-play items in an out-of-play area will be subject to disciplinary
action.

Locks
Anyone wishing to put a lock on a box, chest, or door must use a SOLA R approved lock.
These locks are simple and can be picked using a set of thieves' tools. For a player to have a
lock he has bought approved for use, he should contact a Rogue marshal to have the lock
inspected.
Players must have the Pick Locks skill before they may even attempt to pick a lock. Any items
stolen by a player who has picked a lock without the skill (or with a key stolen outside of game
rules) will be returned to the victim, and the player will be subject to disciplinary action.

104 - The Game System of SOLAR


ENFORCING GAME RULES
MARSHALS
Marshals are the referees of SOLA R . If a player has a question about rules or needs an official
to witness an action, he should see a marshal of the appropriate type. A marshal is appointed
to his position based on his knowledge of and contributions to the game. A marshal will have
the appropriate tag on his skill ring. If someone claims to be a marshal and does not have his
tag on his ring, ask for another marshal of that type.
Most marshals play their characters but are able to step out-of-game to make rulings. If a
marshal is wearing a white headband, he should be ignored in-play because his character is not
there.
Anyone caught impersonating a marshal will be subject to immediate disciplinary action, as will
any marshal who attempts to marshal himself.

RULES FOR MARSHALS


The number one rule of marshaling is to hear all sides first. A marshal must be neutral in
situations and make objective decisions. A marshal should be a diplomat between players who
are on the verge of or actually arguing. However a marshal should not interfere with
arguments among characters.
Conflict is part of what makes SOLA R fun. If a marshal comes upon two characters arguing,
he should make sure that the argument is between characters and not players. Once done, he
should let them at each other.
A marshal should let the players do whatever they want as long as the rules allow it, keeping in
mind that Safety First is the most important consideration of SOLA R .
A good marshal knows when to keep quiet and when to speak. Marshals should never
volunteer any information and should speak only if he needs to make a ruling. Also, a marshal
may provide a description of someone/something if the phys-rep is lacking.

TYPES OF MARSHALS
Most marshals have a limited scope within which they can make decisions. This limitation is
based on a marshal's knowledge, which has been tested in order to make sure he is capable of
being a marshal of that type. Some people will be marshals in more than one category.
Whenever a player has a question, he should be certain he asks the proper marshal.

Combat Marshal
A Combat Marshal is concerned with all aspects of combat. This includes, but is not limited
to, deciding whether or not a weapon is safe. These marshals will be at the Armorsmiths
during check-in to ensure everyone's weapons are safe. If so, they will hand out the
appropriate tags. A combat marshal may, at any time, ask to see a player's weapon to check
for a safety tag and to check the weapon again in order to make sure that it has not become
unsafe during the event.
A Combat Marshal has the last word in all matters of combat.

Formal Magic Marshal


A Formal Magic Marshal knows all the ins and outs of Formal Magic. A Formal Magic Marshal
is authorized to pull flaws, except those for himself and his friends.

The Game System of SOLAR - 105


Full Marshal
A Full Marshal has passed all tests for all marshals, save Plot Marshal, and may be called upon
at any time to rule on an issue.

Plot Marshal
A Plot Marshal is consulted on matters dealing with Plot Modules and information, which only
a Plot Marshal would have. These marshals are very busy during events and should only be
consulted if no other marshal can answer the question.

Module Marshal
A Module Marshal is responsible for running individual modules, usually Adventurers' Guild
modules that have no affect on the plot line. A Module Marshal has the last word on
anything, which occurs during a module. He should keep a record of the players' role-playing
and give Experience Points accordingly.
A Module Marshal has no authority outside of a module.

Monster Marshal
A Monster Marshal is in charge of sending monsters out to "terrorize the town." He is
responsible for telling players what type of monster they are playing, what those monsters'
statistics and abilities are, the description with which the players are to respond to a "What do
I see?" question, and their motivation for being in and around town.
Monster Marshals are rarely seen but may be called upon to put to rest any arguments about a
monster's special abilities.

Rules Marshal
A Rules Marshal will have a copy of the rules with him at all times. He can be relied upon to
answer any rules question and should back it up with the Rule Book.

Rogue Marshal
A Rogue Marshal is required for a cabin raid and mixing a poison into another liquid (e.g. a
pitcher of water in the tavern). A Rogue Marshal has the last word on any Rogue skills.

CHEATING
A character may be a lying, cheating, no-good sack of bat guano, but not a player. This game
is based almost entirely on the honor system, and cheaters only ruin it for others. If a
character is affected by a spell, the player must play it out. If a character cannot accomplish a
task because he does not have a skill, the player should not do it.
A player should know the rules well before he tries something out of the ordinary.
SOLA R staff and players alike despise players who bring counterfeit money, poisons, potions,
and/or scrolls to events; leave items in cars or out-of-play until needed for an adventure; or do
not honestly count hits against them in battle. These players are eventually discovered and will
be asked to leave the game.
Cheaters only ruin the fun for the other players. If you are going to cheat, don't come.
SOLA R doesn't want you. After all, it's only a game. What are you really going to prove?

106 - The Game System of SOLAR


DISCIPLINARY ACTIONS
Warnings
A warning may be issued by any marshal. Warnings are commonly given for hitting too hard,
repeated illegal blows, etc.. If a player sees another player displaying these actions, he should
report the violator to a marshal. Two warnings may result in a player being put on probation.

Probation
A player who has been placed on probation is not allowed to participate in combat. This
player must play a non-combative role until taken off of probation. Players are usually placed
on probation for repeated instances of excessive violence in combat.

Expulsion
An expulsion is issued to a player who has blatantly ignored SOLA R rules. This includes, but is
not limited to, drinking of alcoholic beverages, drug use, destruction of property, stealing,
cheating in any way, etc. A player who has been expelled must immediately stop participating
in the current event and leave the site.

Dismissal
A player is dismissed if he is expelled twice. A dismissed player is no longer allowed to attend
any SOLA R event.
SOLA R reserves the right to bring criminal charges against anyone that breaks the law or endangers players or staff
by violating SOLAR safety guidelines.

The Game System of SOLAR - 107


Character Creation at
SO L A R
• The first thing a player must decide about his character is the personality
of the character. Is the character going to be good or evil, passive or
aggressive, obnoxious or shy, etc.? Also, is the character going to have
any quirks or oddities such as rubbing a necklace for good luck or always
walking on the left side of a building?

• Once the personality of the character has been decided, the player should
then pick the class of the character. The class of your character reflects
what activities you plan to focus on when playing. Do you favor magic?
or do you to prefer to wield a weapon? or both, perhaps?

• Now that the character has a personality and a class to match, the player
must choose a race for his character, below is a list of the races available.

• Finally, you need to decide what you want to spend your build points on.
Build points are the character generation points that allow you to purchase
your skills. Every character starts at 3rd level which gives you a total of
30 build points to spend.
CLASSES
A character's class is used to describe his/her natural talents. However, classes are not in-game
and therefore do not have any bearing on what a character does for a living. Just because a
character is a Rogue, it does not mean that he/she is a thief. He/she just has a natural aptitude
for roguish abilities. Each player must choose a class for the listing below before making a
character.

Restricted Classes
Experience is often required to play certain more complex classes; therefore, several of our
classes are restricted from a new player being able to start one. You will have to find an in
play teacher to “convert” you to one of the specialty classes. Furthermore you must reach 7th
level prior to any character conversation. The Restricted Classes below are noted by placing
[R] next to their name. ENJOY!

FIGHTERS
Warrior
The Warrior is the master of all things combat-related, and is capable of buying combat skills
that no other class may purchase. He also is able to avoid the moral issues that come with
being one of the warrior sub-classes. Warriors have no limit to the armor he may wear nor to
the damage he may wield in combat, which is appealing to many. His maximum of 75 points
of body is the largest amount available to any class. The downside of the Warrior however is
the cost of magic is incredibly expensive, making it so few Warriors ever purchase magical skills
or spells.

Knight (R)
The Knight is a Warrior sub-class that follows a strict code of chivalry which enables him to
more easily learn spells and spell-like abilities with which he can fight the good fight with,
relying on life and law. The trade off that the Knight experiences is that he is limited to +8
proficiency and 3 critical slays, 65 maximum body points, and restricted to wearing no more
than 75 points of armor. The spell-like abilities and spells a Knight learns from his Knight
Master enable him to better fight undead and heal his comrades, but the moment a Knight
breaks his code much of this can be taken away from him.
Special abilities are gained at even levels and can be purchased once and in the following
order. Lay on Hands (Free), 2nd level Repel Undead (1 BP), 4th level Cure Disease (1 BP),
6th level Turn Undead (2 BP), 8th level Purify Blood (3 BP), 10th level Bravery (Free), Zone
of Life (3 BP), 12th level Renew (4BP), 14th level Destroy Undead (5 BP), 16th level Life (5
BP)

Dark Knight (R)


The Dark Knight is similar to the Knight, in that he also follows a strict code of chivalry,
however the Dark Knight follows a darker path than the Knight, trusting in death, chaos, and
even undeath. The trade off that the Dark Knight experiences is that he is limited to +8
proficiency and 3 critical slays, 65 maximum body points, and restricted to wearing no more
than 75 points of armor. The spell-like abilities and spells a Dark Knight learns from his Knight
Master enables him to better fight the living, but as a Knight, the moment his code is broken
much of this can be taken from him.
Special abilities are gained at even levels and can be purchased once and in the following
order. Lay on Hands (Free), 2nd level Elude Undead (1 BP), 4th level Cause Disease (1 BP),
6th level Control Undead (2 BP), 8th level Poison (3 BP), 10th level Bravery (Free), Zone of
Death (3 BP), 12th level Waste (4BP), 14th level Create Undead (5 BP), 16th level Death (5
BP)

Character Creation at SOLAR - 109


Rangers (R)
Rangers are a Warrior sub-class that consider themselves protectors and guardians of nature
and the balance, following a strict moral code. The Ranger, like the Knight is limited to +8
proficiency and 3 critical slays, 60 maximum body points, and restricted to wearing no more
than 50 points of armor; however his spell-like abilities and spells more than make up for
restrictive combat abilities. Like the Knight, the Ranger also has an extreme dislike for
undeath and its agents and seeks to destroy it where it is found.
Special abilities are gained at even levels and can be purchased once in the following order. 2nd
level Speak with Animals (1 BP), 4th level Entangle (1 BP), 6th level Wall of Thorns (2 BP), 8th
level Mistform (3 BP), 10th level Animal Empathy and immunity to natural confining (Free),
12th level Barkskin (4 BP), 14th level Spirit of the Ent (5 BP)

SCHOLARS
Scholars, called such due to the time they spend pouring over books and ancient tomes. The
Scholar relies typically on his magical ability to see him through situations but versatility is
available to him, as he can purchase production skills quite easily as well master formal magics
easier than any other class. Together with Sorcerers they are the weakest of all the classes,
with a maximum of 30 body points and are restricted to wearing no more than 10 points of
armor, he will want to use his magics from a distance to avoid being felled early in combat.

Sorcerer (R)
Sorcerers are similar to Scholars in the respect that they too have a mastery of magics,
learning their primary columns as quickly as a Scholar but being able to expand to a second
column and third column at an increased rate to that of a Scholar. The Sorcerer, with the
incredible ease at which he learns battle magic makes the trade off in that he has a difficult
time learning formal magics, cannot learn any weapon skill other than small weapon or staff,
and is limited in his other skill selections as well. In addition to this, they share the frailty of
the Scholar class and have a maximum of 30 body points, and are restricted to wearing no
more than 10 armor points. So as with the Scholar he must approach combat with caution,
avoiding blows at all costs.

TEMPLAR
The Templar is a warrior mage and is perfect for those that wish to both fight and cast equally
as well. Though they are slower to progress in either combat ability or spells, than their
Warrior and Scholar counterparts, the balance of the two is liked by many but too slow to
progress for others. At any rate, Templars make some of the most formidable opponents
around, providing you with the unexpected in both their casting and combat ability.
Physically, the Templar is equal to the Rogue with 50 maximum body points and is only
restricted to wearing 25 armor points.

ROGUES
Rogues are considered to be the jack-of-all-trades, with the ability to advance in nearly any
direction with relative ease. The specialty of a Rogue however, lies in the creation of
Alchemy, Poisons, and Traps along with the ability to dodge nearly anything thrown at them
with dexterous precision. Their abilities in combat lie not in the all out frontal assault of the
Warrior but instead from a surprise one-shot, well-placed lethal strike in the back along with
accurately placed backstabs. Though not as tough in a fight physically as a Warrior, they are
limited to a maximum of 50 body points and restricted to wearing 20 points of armor. The
smart rogue however makes use of poisons and alchemy to more than make up for those
restrictions and often proves he is capable of being his group’s secondary fighter.

110 - Character Creation at SOLAR


CLASS HIT POINT MAXIMUMS
The maximum totals of armor points allowed for each class are as follows:

Armor
Armor Points Body Points
Maximum Total* Maximum*
Warrior Unlimited 3 x level 75
Knights/Dark Knights 75 3 x level 65
Rangers 50 3 x level 60
Templar 25 2 x level 50
Rogue 20 2 x level 50
Scholar/Sorcerer 10 1 x level 30
* May be modified by race or "fortify" skill

Character Creation at SOLAR - 111


RACES
Characters both strange and unusual replace the mundane in the mystical realm of SOLAR .
Behind all the plots, stories, and wars of Tyrra are the creative players who make it all happen.
This section introduces you to the myriad races and species that co-exist in the Sutherlands,
Shadowmoor, and the otherworldly Realms. Who will you be? How will your choice of
Character Race reflect your real life personality? Read on and find your “true” persona as an
Adventurer in the most wonderful place of all, YOUR imagination…

Restricted Races
Experience is often required to play certain more complex races; therefore, several of our
races are restricted to those Players with greater role-playing skill. On the other hand, it is not
unusual for a new Player to demonstrate the capability to play a Restricted Race. In that
instance, an exception can be made. (SOLA R loves to reward deserving Players!) The
Restricted Races below are noted by placing [R] next to their name. ENJOY!

THE HUMANS OF TYRRA


Humans like you and I are the most common race on Tyrra. Most Human scholars believe
that the ancient races are dying out before our eyes, and Humans are the inheritors of this
world. (The ancient people, of course, disagree.) It seems that Humankind is capable of
anything, from profound love to extreme hatred and violence. Humans have a relatively short
life span, and are able to learn skills and trades with lightning speed. One wizened Elven
scholar once said, “These Humans are as a funeral pyre, its raging flames soaring high only to
consume itself in the midst of its glory!” This ability is both boon and bane to our future; let us
hope our precocious nature doesn’t lead us to evil. Humans come in all shapes, sizes, and
colors and can hold any profession or Character Class.

The Gypsies (R)


These colorful wanderers populate many of the countless tribes of Humans that inhabit Tyrra.
The distinction of Gypsies from the mundane Human is the mysterious rite of passage through
which one gains acceptance into a Band of Gypsies. Although only the Elders and Bandoliers
of their kind can truthfully speak on Gypsy origins, most others suspect some terrible event led
to their nomadic ways and evolved their ability to level the dreadful Gypsy Curse on an
attacker or wrongdoer.

Make-
Make-Up and Costuming
Gypsies are Human and are not required to wear make-up but rather specific costuming
instead. Tyrran Gypsies are based on the groups of Romanian and Balkan/European Gypsies.
They speak with an accent that emulates the cultures they are derived from, and wear colorful
and elaborate costuming in true Gypsy fashion.

Inherent Advantages:
Gypsies may purchase the Gypsy Curse skill. Gypsies may also purchase the skill Evaluate Item
at half Build Cost, rounded up.

Inherent Disadvantages
Disadvantages
Because of their nomadic and secretive ways, a Gypsy cannot become a Noble or a member
of any Knightly Order. Gypsies zest for life and live for the moment attitude causes them to
shun those that practice the art of Necromancy and prevents them from practicing
Necromancy.

112 - Character Creation at SOLAR


THE DWARVEN RACES
There are several varieties of Dwarves. Their cultures differ widely, but they have much in
common. From the mysterious Shadow Dwarf, to the noble Mountain Dwarf, these ancient
people all share the same stubbornness and single-mindedness of their forefathers.
Additionally, Dwarves are extremely long-lived, aging only one year for every seven Human
years. These attributes enable these beings to be such an enduring power on Tyrra.

The Shadow Dwarf


Born deep under Tyrra’s crust, this breed of Dwarf has an ominous and secretive past. Shadow
Dwarves are a brooding lot and rumor holds that these stout fellows are haunted by some
terror or evil of the past that causes them much sorrow. Prone to deep melancholy, the
Shadow Dwarves don’t know, or more likely, won’t tell the cause of this suffering.

Make-
Make-Up Requirements
The Player must wear black make-up on all exposed skin. Shadow Dwarves have gray, silver,
or white beards and hair. BOTH Male and female Players are required to wear a beard of at
least six inches in length.

Inherent Advantages
Because of a natural toughness, Shadow Dwarves get +2 Starting Body Points and +5 to
Maximum Body Points. Dwarven tradition has lead to breakthroughs in stone and metalworking
and study of Rune Magic. This allows Shadow Dwarves to purchase the following skills at half
Build Cost, rounded up: Armorsmith, and Rune Lore. Exposure to the poisonous fumes from
the underworld, coupled with natural resilience, allows a Shadow Dwarf to purchase the Resist
Disease and Resist Toxin skills. The Crossbow skill is a staple of childhood education, so Shadow
Dwarves deal +2 damage with crossbows (increasing base damage to ‘8 Normal’).

Inherent Disadvantages
Because of their small stature, Shadow Dwarves are unable to use the Two-Handed Blunt, Two-
Handed Sword, or Two-Handed Mastery skills. Stubbornness prevents efficient learning of
Celestial Magic; therefore, the Read Magic skill is purchased at double Build Cost. Hearty
constitution prevents weakness during daylight hours. However, the casting of a Light Spell
(Earth, 1st Level) momentarily blinds Shadow Dwarves. This effect lasts for at least 10
seconds.

The Mountain Dwarf


These stocky and sturdy cousins of the Shadow Dwarves are believed to have arisen from the
very rock of the Tyrra’s Verfel Mountains. Amongst the oldest of our world’s races, these
noble beings have left an indelible mark on history. The Dwarven love of song, history, and
drink certainly belies their fierceness in the arts of war.

Make
Make-
ke-Up Requirements:
Dwarves have only one make-up requirement. Male and female characters alike must wear a
beard of at least six inches.

Inherent Advantages
Because of a natural toughness, Dwarves get +2 Starting Body Points and +5 to Maximum
Body Points. Dwarven tradition has lead to breakthroughs in stone and metalworking and
study of Rune Magic. This allows Dwarves to purchase the following skills at half Build Cost,
rounded up: Armorsmith, and Rune Lore. Natural resilience permits a Mountain Dwarf to
purchase the Resist Disease skill. The Crossbow skill is a staple of their childhood education, so
Mountain Dwarves deal +2 damage with crossbows (increasing base damage to ‘8 Normal’).

Character Creation at SOLAR - 113


Inherent Disadvantages
Because of their small stature, Dwarves are unable to purchase the Two-Handed Blunt, Two-
Handed Edged, or Two-Handed Mastery skills. Stubbornness prevents efficient learning of
Celestial Magic; therefore, the Read Magic skill costs double Build Cost.

THE “LITTLE” PEOPLE


Distantly related to the Dwarven Races, the Hoblings and Gnomes are strange little fellows.
Hoblings are well accepted amongst most races and make loyal friends and competent
adventurers. Gnomes are the creators of Rune Magic, and are a very ancient race indeed. Both
of these races are very long-lived. Great mystery surrounds the origin of both these cultures,
and they are none too eager to disclose their familial secrets.

The Hoblings
The clever and spirited Hoblings of Tyrra make their homes just below our feet. These
diminutive fellows reside in comfortable hollows they call “Burrows”. Always fond of food and
drink, these chaps are warm and inviting. However, an evildoer should not be surprised when
his Hobling victim slips a dagger between his ribs, or renders him to dust with an Elemental
Blast! As a long-lived race, it is not uncommon for a Hobling to live up to 130 years; but
whatever their ages, Hoblings will always partake of trade, business, and adventure.

Make-
Make-Up Requirements
Hoblings have fur on the backs of their hands and the tops of their feet. Since this fur is the
only distinguishing feature of Hoblings, both sets of patches must be visible at all times. If
weather is inclement, the fur may be attached to the tops of boots or gloves.

Inherent Advantages
Hoblings’ relation to Dwarves allows them to purchase the Resist Disease skill. Dexterous hands
give the Hobling an advantage when dealing with locks and traps; as such, they start with the
Disarm Traps and Pick Locks skills at no Build Cost. Hoblings deal +2 damage with thrown
weapon (increasing base damage to ‘3 normal’).

Inherent Disadvantages
Because of their small size, Hoblings suffer a -2 Starting Body Points and -5 to Maximum Body
Points. Additionally, their size prevents them from becoming a Warrior or any Fighter
Subclasses, and from purchasing any of the following skills: Two-Handed Blunt, Two-Handed
Edged, Two-Handed Mastery, and Polearm.

The Gnomes (R)


Many of the Tyrran races are gifted with great ingenuity. None, however, have the skill of
invention held by the Gnomes. The precise origin of these little people is obscured by the
mists of time. However, it is widely assumed that the Gnomes and Dwarves are distant cousins.
Like Dwarves, Gnomes are long-lived and have been known to reach ages of 300 years. From
their amazing contraptions, to the perplexing arts of Rune Magic, these subterranean craftsmen
hold many secrets close to their chests. What mysteries are secreted away in the recesses of
Gnomish cities? One can only imagine what knowledge is out there, waiting to be
discovered…

Make-
Make-Up and Costuming Requirements
Gnomes have gray skin and often have Runes inscribed on their bodies. As with all “painted”
races, the Player is required to cover all exposed skin with make-up. Gnomes ALWAYS wear
their trademark “pointed hat”. This is a tradition that is as deeply rooted as the stone they
inhabit.

114 - Character Creation at SOLAR


Inherent Advantages
Gnomes are the creators of Rune Magic; as a result, they have a proclivity for learning its ways.
Gnomes may purchase the Rune Lore skill at half Build Cost, rounded up. Additionally,
Gnomes are skilled jewelers and merchants, and may purchase the Evaluate Item skill for –1
Build Point. Because of the sulfurous fumes and poisonous creatures that can be found in the
underworld, Gnomes have a natural tolerance for toxic substances and may purchase the Resist
Toxin skill.

Inherent Disadvantages
Because of their small stature, Gnomes suffer a -2 Starting Body Points and -5 to Maximum
Body Points. Gnomes are frail and somewhat weak. As a result, these little fellows cannot
purchase the following weapon skills: Two-Handed Blunt, Two-Handed Edged, Two-Handed
Mastery, and Polearm. These small adventurers are creatures of the shadows and do not like
sunlight. Because of this, Gnomes suffer a –2 Body Point penalty during the daylight hours.
Gnomes are blinded for 10 seconds if a Light Spell (1st level Earth) is cast at them. This effect
will last for 10 seconds.

THE ELVEN RACE


Regal and often beautiful, the Elven Races are commonly considered to be the oldest mortal
civilizations of Tyrra. Even the eldest of these fair races cannot recall the origins of their
people, and Tyrran folklore holds that some great event led to the destruction of the first
great Elven Nation. The survivors of this catastrophe formed new tribes and then parted ways.
Storytellers maintain that those ancient tribes were the seeds of the many divergent Elven
races in our world today. All the Elven races are extremely long lived, living approximately ten
years for every single human year.

The Surface Elf


Often referred to as the “High Elves”, this race is thought to be the closest descendants of the
first Elven Nation. While typically smaller and weaker than humans, the Surface Elves excel at
all they do. Natural longevity causes most Surface Elves to be patient and tranquil, but they
are every bit as prone to the eccentricities of other races. Pride is considered to be the greatest
fault of the “High Elf”, and causes them the most problems.

Make-
Make-Up Requirements
There is only one make-up requirement for Surface Elves: all characters must wear pointed
ears.

Inherent Advantages
It is thought that a relation to the Fey allows the Elven races to resist the effects of charming
attacks or influences. As such, each Elven character may purchase the Resist Charm skill. Elves
can also purchase the Resist Sleep skill due to their slowed metabolisms. The Bow skill is a
staple of childhood education, so Surface Elves deal +2 damage with bows (increasing base
damage to ‘8 Normal’).

Inherent Disadvantages
Frail physique prevents the Surface Elf from purchasing the Two-Handed Blunt, Two-Handed
Sword, or Two Handed Mastery skills. A second side effect of their lithe build they suffer a -1
Starting Body Points and -5 to Maximum Body Points.

Character Creation at SOLAR - 115


The Drae
Often referred to as “Dark Elves”, this enigmatic race is frequently presumed to be evil,
though more accurate descriptions may be fierce, somber, and thoughtful. The underworld is
the natural home of this shadowy race, and they usually only venture into the light of day if
they have great need. The Drae’s natural aversion to daylight often causes them to cover their
faces with hoods. Drae go to great lengths to shroud their thoughts as well, and their
surreptitious nature is world-renowned.

Make-
Make-Up Requirements
The Player must wear black make-up on all exposed skin. Drae have gray, silver, or white hair
and must wear pointed ears.

Inherent Advantages
It is thought that a relation to the Fey allows the Elven races to resist the effects of charming
attacks or influences. Therefore, each Drae character may purchase the Resist Charm skill. Drae
can also purchase the Resist Sleep skill due to their slowed metabolisms. Resist Emotion is also
available to them due to the harsh way they are treated at childhood. The Crossbow skill is a
staple of childhood combat training, so Drae deal +2 damage with crossbows (increasing base
damage to ‘8 Normal’).

Inherent Disadvantages
Size and physique prevent the Drae from purchasing the Two-Handed Blunt, Two-Handed
Sword, or Two-Handed Mastery skills. While not as frail as the Surface Elf, Drae have a natural
physical weakness. Drae suffer a -5 to Maximum Body Points, and –2 Body Points disadvantage
while adventuring in the daylight hours. Similarly, the Light Spell (Earth, 1st Level) causes a
Drae to be blinded for 10 seconds. This effect will last for 10 seconds.

The Stone Elf [R]


One of the strangest of the Elven races, the Stone Elf is a mystery indeed. Seemingly devoid
of all emotion, who can say what drives this race? More perplexing than their history is the
unique appearance of the Stone Elf. In eras past, humans often mistook the rare Stone Elf as a
living statue, thanks to their marble like skin. Magic is thought to be the reason for the radical
difference between this race and its cousins.

Make-
Make-Up Requirements
Stone Elves appear to be made of marble. Therefore, the Player must wear white make-up
with black or gray lines on all exposed skin. Pointed ears are also required when playing this
race.

Inherent Advantages
Like all Elves, Stone Elves can purchase the Resist Sleep. This breed of Elf has developed the
peculiar ability to “see” into the minds of others and sooth the trauma of sorrow and anguish.
This skill, Sooth Mental Anguish, does not allow a Stone Elf to read the thoughts of others,
only to remove sorrow. It is solely a role-playing skill. The extreme control or absence of their
emotions allows Stone Elves to purchase the Resist Emotion skill. As with the other Elven
races, Stone Elves are trained as a youth to wield the Bow, so Stone Elves deal +2 damage
with bows (increasing base damage to ‘8 Normal’).

Inherent Disadvantages
Having a typical Elven physique, the Stone Elf suffer a -1 Starting Body Points and -5 to
Maximum Body Points. For the same reason, they cannot learn the Two-Handed Blunt, Two-
Handed Sword, or Two-Handed Mastery skills. The greatest disadvantage of this race is their
inability to lie. A questioned Stone Elf may choose not to answer, or be evasive, but cannot
knowingly tell a lie.

116 - Character Creation at SOLAR


The “Wild” Elf (R)
This race is the most primitive of all the known Elves. It seems that their seclusion to the
forests of Tyrra is intentional, and they shun all things “civilized”. Masters of their own brand
of art, and consummate foresters, the “Wild” Elf is a deceptively cunning race. These noble
people can be found in almost all parts of Tyrra.

Make-
Make-Up and Costume Requirements
Wild Elves are loosely based on Native American Tribes. The Player should choose and
attempt to emulate, as best as possible, the wardrobe of a given Tribe. Wild Elves must also
wear body paint, feathers, and other such adornments during times of peace and war alike. A
Player must wear pointed ears when playing a Wild Elf.

Inherent Advantages
As Elves, this race can purchase the standard Elven skills of Resist Charm and Resist Sleep. As a
self-sufficient culture, Wild Elves have mastered many crafts, and can purchase Craftsman skills
at –1 Build Point. and start with Animal Empathy Skill. They also can communicate with their
totem animal as per the Speak with Animals Spell (E,2). The Bow skill is essential to their
lifestyle, so Wild Elves deal +2 damage with bows (increasing base damage to ‘8 Normal’).

Inherent Disadvantages
Due to their rugged upbringing Wild Elves do not suffer any body penalties. Wild Elf
characters cannot purchase the Two-Handed Blunt, Two-Handed Sword, or Two-Handed Mastery
skills because of their small physique. Because of an intrinsic sense of honor, it is extremely
rare for a Wild Elf to learn, or wish to learn, most Rogue skills. Hence, they must pay double
Build Cost for the following skills: Waylay, Backstab, Assassinate/Dodge, Dodge Block, Poison
Lore, Poison Making, Create Traps, and any skills directly related to them. Wild Elves can never
be a Necromancer or cast Necromantic or Chaos spells, and won’t knowingly consort with
Necromancers or Undead.

The Sea Elf (R)


This marine creature is very rare indeed. The Sea Elves make their homes in the depths of our
coastal waters. Sea Elven lore is as murky as the oceanic crevasses they call home, and they
aren’t forthcoming with information. It seems that their culture is based heavily on
mercantilism and trade, and as a result, they treat oath and debt very seriously. These blue-
skinned seafarers are rumored to have a very magical lineage.

Make-
Make-Up and Costume Requirements
Sea Elves have blue skin that often has green or yellow undertones. As with all “painted”
characters, the Player must cover all exposed skin with make-up. Sea Elven costuming usually
has an aquatic theme. Items like shells, fishnet, and other “oceanic” objects adorn their
clothing or bodies. Sea Elves must wear pointed ears like all other Elven races and often have
green or blue hair.

Inherent Advantages
Sea Elves can purchase the Resist Sleep and Resist Charm skills like other Elves. They are
different in that they can purchase the Resist Toxin skill; the poisons and venoms found in the
depths of the ocean can be held accountable for this ability. Sea Elves are trained from
childhood to wield the Trident and Spear. This early exposure allows them to purchase the
One-Handed Edged skill at half Build Cost. If the Sea Elf purchases this skill, he or she can only
use a Trident or Spear.

Character Creation at SOLAR - 117


Inherent Disadvantages
As a small race, Sea Elves are prohibited from buying Two-Handed Blunt, Two-Handed Sword,
and Two-Handed Mastery skills. Purchase of the One-Handed Edged skill is required (except for
the Sorcerer class) to start a new Sea Elf character. Sea Elves also suffer a -2 Starting Body
Points and -5 to Maximum Body Points. Sea Elves must return to a body of water once for
every 24 hours they are on the surface. If they are unable to do so, they will die. Sea Elves
are the only Elven race that does not receive a discount on any missile related skill.

THE FEY RACES


The Fey, or Faerie, races are a peculiar, magical, and truly unpredictable collection of races.
Sylvan Fey, often called “Wood Elves”, are the most common. Other types of Fey are the
small creatures like Sprites, Pixies, and Dryads. There are also more sinister Fey roaming the
wooded parts of the Sutherlands. An unwary forester can find the malign Unseeley Fey, the
Dark Faeries, and other evils lurking at their heels. All Fey are extremely long lived; the Sylvan
and Unseeley Fey have been known to live for thousands of years. It is often thought that the
Faeries do not age at all. These enigmatic races create many wonderful role-playing
opportunities, and are a joy and a challenge to play.

The Sylvan Fey


History has always suggested that the Sylvan Fey are close relatives to the Elves of Tyrra, and
sometimes are referred to as Wood Elves. While there may be some relation, it has been
proven that this race is of a more magical sort. It is assumed that the Sylvan Fey are a
crossbreed race of Elves and Faeries. Many scholars dismiss that origin in favor of the theory
that the two share a common ancestor; yet what ancient race could have birthed so many and
varied children? The Sylvan Fey are craftsmen and lovers of art. These warrior-poets are often
as skilled with an ink quill as with a rapier. Light of heart and fond of adventure, you will
always find a Sylvan Fey searching for something new.

Make-
Make-Up and Costuming Requirements
A Sylvan Fey doesn’t have any specific costuming requirements, but is required to wear horns.
These may be of latex, sculpting clay, or carved from wood. Make sure that your horns are a
minimum of 1.5” long and aren’t sharp enough to cause injury. Consult a Race Marshall for
tips on making your horns. Sylvan Fey are not required to wear pointed ears, but may elect to
do so if they wish.

Inherent Advantages
Because of their Fey nature, this race has some command over mind controlling magics and
effects. Sylvan Fey may purchase the Resist Charm/Charm Break skill. Because of their creative
nature, they may purchase Craft skills for –1 Build Point. Foresters from birth, Sylvan Fey start
with the Woodland Lore skill and are skilled archers, so Sylvan Fey deal +2 damage with bows
(increasing base damage to ‘8 Normal’).

Inherent Disadvantages
Due to the their frail nature, Sylvan Fey suffer a -1 Starting Body Points and -5 to Maximum
Body Points. Their small size also limits the choice of combat arms. Two-Handed Edged, Two-
Handed Blunt, and Two-Handed Mastery skills are unavailable to this race. It is unknown why
the Sylvan Fey despise charming magic or effects so much, but they will NEVER use any effect
that removes free will from a being. Perhaps it has to do with the Unseeley…

118 - Character Creation at SOLAR


The Unseeley Fey (R)
This malignant breed of Fey is the result of an ancient, secretive conflict between the Sylvan
Elves and the dreaded Formori. Racked by the evils of Chaos, Sylvan Fey warriors were
twisted into these minions of darkness. Their black pulsing veins reveal the putrescence flowing
through their bodies, and make visible to all the dark heart that beats inside, giving life to
these abominations. Sages disagree as to whether the Unseeley Fey are truly inherently evil.
What is the truth? Can a creature infused with pure Chaos ever be good? These enigmas are
prone to severe eccentricity that changes with the wind. It is as if they are the true antithesis
of the good-hearted Sylvan Fey from which they were spawned.

Make-
Make-Up and Costuming Requirements
Unseeley Fey are required to wear horns on their forehead. These may be of latex, sculpting
clay, or carved from wood. Make sure that your horns are a minimum of 1.5” long and aren’t
sharp enough to cause injury. Consult a Race Marshall for tips on making them. Unseeley Fey
are not required to wear pointed ears, but may elect to do so if they wish. All aspects of an
Unseeley Fey’s costuming should reflect the Chaotic and twisted aspects of their nature. As a
Chaos-tainted race, Unseeley Fey are also required to draw gray or black lines on all exposed
skin to represent the putrescence that flows through their veins and blackened heart.

Inherent Advantages
Because the Unseeley are essentially Sylvan Fey, they have some command over Charming
magic and effects. Unseeley Fey may purchase the Resist Charm skill. Because of their creative
nature, they may purchase Craft skills for –1 Build Point. Unseeley have over the years become
immune to the effects of Truth/Honest or Lie Spells.

Inherent Disadvantages
Due to the their frail nature, Unseeley Fey suffer a -1 Starting Body Points and -5 to Maximum
Body Points. Their size also limits the choice of combat arms. Two-Handed Edged, Two-Handed
Blunt, and Two-Handed Mastery are unavailable to this race. Unseeley Fey are permanently
Desecrated. There is rumored to be a Formal Magic Ritual that can restore theses creatures to
their former state, but it remains undiscovered. Unseeley Fey are extremely unpredictable,
and thus, cannot be members of any Knightly Order or become Rangers. Additionally, because
of their Chaotic taint, Unseeley cannot be Healers. Unlike their kin, Unseeley have no problem
with using mind controlling magic or effects; in fact, they enjoy dominion over other beings.

The Faeries (R)


Faeries are the smallest of the Fey allowed as Player Characters. They are derived from the
folk tales of old, and can be interesting to have around. Mischievous at heart, it is a certainty
that a Faerie will be central to any dubious goings-on. A wanderer in the darkest woods of
Sahde can be sure to hear a giggle from the brush, and the chill you feel at your shorthairs just
might be the watchful eye of a Faerie. It is widely believed that Faeries are eternally young.
Whatever the truth may be, no one has ever heard tell of an “old” Faerie…

Make-
Make-Up and Costuming Requirements
Within the guidelines established by the fantasy genre, a Faerie Player may look however he
wishes. Remember that it is important to capture the feel of what a Faerie should look like;
adornments like glitter, gossamer fabrics, and natural elements such as leaves have all been
effectively used by Players to contrive a Faerie costume. In other words, most faeries won’t
dress as your typical human. Faeries may wear pointed ears if they wish, but are required to
wear Faerie Wings at ALL times. Additionally, the wings must ALWAYS be exposed. Consult
a Race Marshall for guidance on how to obtain or make your own wings.

Character Creation at SOLAR - 119


Inherent Advantages
As inherently magical creatures, Faeries have many advantages. Faeries start with Animal
Empathy Skill. Faeries are completely immune to any effect that is mind controlling or
Charming. These effects are, but are not limited to: Charm Spell (Celestial, 6th Level),
Friendship Spell (Earth, 7th Level), Dominate, Super Charm, Vampyric Charm, and the
Alchemical Formulas, Love and Love #9. If you ever have a question about an effect, ask your
Marshall. Faeries may purchase the Resist Sleep skill at a discount of –1 Build Point for each
time it is bought. These little ones have the ability to “float” a few inches from the ground.
This ability grants them a few immunities, namely: immunity to the Trap Spell (Celestial, 3rd
Level) and Pin Spell (Earth, 2nd Level). During hours of darkness, a Faerie must wear a light
stick on their lower back or bottom to receive this ability. Once again, consult a Rules
Marshall for any clarifications.

Inherent Disadvantages
The meekness of these tiny creatures leads them to suffer a -2 Starting Body Points and -10 to
Maximum Body Points. That same weakness prevents them from being a Warrior or any of the
Fighter Subclasses. Small size precludes Faeries from purchasing the following skills: Two Handed
Edged, Two Handed Blunt, Polearm, and Two Handed Mastery. Iron and other metals cause
Faeries great pain, and as such, they cannot wield metal weapons or wear metal armor. A
Faerie cannot be a Necromancer and has an aversion to casting Chaos Magic.

The Dark Faeries (R)


There are more sinister watchers in the woods. Dark Faeries are spawned by the evils of Chaos
inflicted on the “normal” Fey creatures. Unpredictable and malign, it is at best risky to
attempt an alliance with one of the Dark Faeries. It seems the effects of Chaos are irreversible,
and the fate of these once cheerful Faeries is etched in stone. Can they be saved from their
terrible curse? Or perhaps it is we who need salvation from them?

Make-
Make-Up and Costuming Requirements
Within the guidelines established by the fantasy genre, a Dark Faerie Player may look however
they wish. Remember that it is important to capture the feel of what an “Evil” Faerie should
look like. In other words, most faeries won’t dress as your typical human. Dark Faeries may
wear pointed ears if they wish, but are required to wear Faerie Wings at ALL times.
Additionally, the wings must ALWAYS be exposed. Consult a Race Marshall for guidance on
how to obtain or make your own wings. As a Chaos-tainted race, Dark Faeries are also
required to draw gray or black lines on all exposed skin to represent the putrescence that flows
through their veins and blackened heart. Remember that a Dark Faerie is a twisted, malign
reflection of the innocence and purity of normal Faeries.

Inherent Advantages
Dark Faeries are identical to their Faerie kin in all advantages, save one. These little creatures
are permeated and twisted by the darkness of Chaos. The result of this is that Dark Faeries are
permanently Desecrated. Consult a Rules or Race Marshall for more clarification on this ability.

Inherent Disadvantages
Dark Faeries have the same disadvantages as Faeries, with the only difference lying in their
Chaos tainted nature. Dark Faeries cannot be Healers. In addition, Dark Faeries have an
aversion to Healing Magic.

120 - Character Creation at SOLAR


THE GOBLINOID RACES
Often considered the enemy of humankind, the Goblinoid races remain an unknown quantity.
Fierce, aggressive, and cunning, these creatures are found in all parts of our world. Orcs,
Ogres, and Goblins are common in Clanthia and elsewhere. Will you be an outcast from an
Orcish tribe, or a rampaging member of a pack of Ogres? These races provide a great role-
playing opportunity and are a lot of fun.

The Half Orc


Orcish history is drenched with blood. It seems that their nature is to destroy; because of that,
Tyrra views these warriors as evil. Full blooded Orcs are still the adversary, but they do often
leave a softer hearted progeny in their wake, namely the Half Orcs. Born of evil or good, as
half-breeds, they are usually ostracized from their kin. Does this awkward balance calm the
inner storm? Whatever the case, Half Orcs make fierce warriors and loyal companions.

Make-
Make-Up and Costuming Requirements
Half Orcs have green skin and red or orange hair. They also are required to wear tusks at all
times. (Unless eating, of course!) See a Race Marshall for information about making your own
tusks. Half Orcs can wear any type of costuming, but usually prefer a more “barbaric” look.
Remember, a Player must cover all exposed skin with make-up.

Inherent Advantages
Orcs are very strong, and their kin share that attribute. Half Orcs get a +1 Strength Bonus.
This bonus allows the character to deal an additional point of damage in combat. The Orcish
constitution also gives them +5 Starting Body Points and +10 to Maximum Body Points.

Inherent Disadvantages
Many consider Half Orcs to be a stupid race. While there are no doubt less intelligent
members of any race, the Half Orcs are anything but. Regardless, Half Orcs have a difficult
time learning to read and write. Because of that, a Half Orc Player must pay double Build Cost
for the Read Magic and Read and Write skills. Half Orcs are a relatively short lived race and
usually don’t live past fifty human years.

The Half Ogre


Half-Ogres are a more quiet and brooding race of Goblinoid. They share a similar history to
the Orcs and have produced a variety of half-breed offspring. Half Ogres are less common
than their full-blooded kin and often prefer to remain in solitude. This does not preclude these
warriors from adventuring, however, and they can hold most any occupation. Do not be
deceived by the seeming calmness of this race; they have a hidden aggressive nature and can
be far more vicious than the Orc when threatened.

Make-
Make-Up and Costuming Requirements
Half Ogres have yellow skin that can be highlighted with related colors like brown or orange.
Half Ogres can have hair of any natural color, but it is usually dark. They also are required to
wear tusks at all times. (Unless eating, of course!) See a Race Marshall for information about
making your own tusks. Half Ogres can wear any type of costuming, but usually prefer a more
“barbaric” look. Remember, a Player must cover all exposed skin with make-up.

Inherent Advantages
Ogres are very strong and pass that attribute onto their half-blooded kin through a +1
Strength Bonus. This bonus allows the character to deal an additional point of damage in
combat. The Half Ogre constitution also gives them +5 Starting Body Points and +10 to
Maximum Body Points.

Character Creation at SOLAR - 121


Inherent Disadvantages
Many consider Half Ogres to be an unintelligent race. While there are no doubt stupid
members of any race, the Half Ogres are anything but. Regardless, Half Ogres, like Half Orcs,
have a difficult time learning to read and write. Because of that, a Half Ogre Player must pay
double Build Cost for the Read Magic and Read and Write skills. Half Ogres are a relatively short
lived race and usually don’t live past fifty human years.

THE BESTIAL RACES


Under this category fall creatures even stranger than those we have already mentioned.
Legend states that the Sarr, perhaps spawned from the great jungle cats, were created to
destroy the Elves. There are also Scavengers, Half Breeds, and other as yet undiscovered races.
If a Player wishes to play a Bestial Race of a different theme, they may seek to have it
approved by the Head Race Marshall. If approved, the Player can expect to use the Wilder
Race statistics. This group of races offers the greatest chance for variety and amazing
costuming. Are you up to the challenge?

The Sarr
As mentioned above, it is said that the Sarr were intended to be hunters of the Elven races.
What magic or influence made these fierce warriors the bipeds they are now? That knowledge
may be lost in time, but whatever the case, Sarr are awesome combatants with Swords and
Magic alike. The heart of a predator brings forth extreme emotions, and a Sarr can channel
that energy to do many things. Whatever Class you decide to be, a Sarr can help bring you to
the next level of Role-playing. Sarr are not extremely long-lived, reaching a typical old age of
about sixty human years.

Make-
Make-Up and Costuming Requirements
A Sarr is a humanoid, bipedal version of any of the great jungle cats. Prosthetics, furry ears,
make-up, and fur are all allowed as part of a Sarr costume. Make-up is the key here, and it
must be clear what type of cat is being represented. Because of possible confusion with a Drae
character, anyone wishing to play a black panther must have the costume pre-approved by his
or her Race Marshall to avoid confusion.

Inherent Advantages
Because of their bestial nature, Sarr get +2 Starting Body Points and +10 to Maximum Body
Points and start with a +1 strength bonus. Sarr have a cultural love for combat and especially
bladed weapons. The blade represents the claw to them, and they are taught its ways from
childhood. Because of this affinity, Sarr may purchase the One Handed Edged or Two Handed
Sword skills for half cost. Sarr scholars pay full price for Two Handed Sword. Sarr have very
acute senses, most especially the sense of smell. If a Sarr smells or “sniffs” an object or person
for 10 seconds he or she can detect the presence of Poisons or Diseases. Due to this they can
purchase Poison Lore skill at half cost.

Inherent Disadvantages
Sarr have a disdain for Missile Weapons or Blunt Weapons, and cite their use as cowardly. A
Sarr cannot purchase any missile related skills or blunt weapon skills. Sarr believe that Edged
Weapons are superior to all others. Sarr have an inherent dislike for Elves, and typically will not
involve themselves in Elven matters. It is, however, a surmountable flaw and doesn’t mean that
Sarr cannot overcome it.

122 - Character Creation at SOLAR


The Wilder Races
Magical and mysterious is the history of the Wilder, or “Scavenger”, Races. Legend holds that
a magician used a flawed version of the same Ritual that created the Sarr to create the Wilders.
During the Ritual, something went awry, and animals in the nearby woods were fused with the
local humans. Raccoons, foxes, coyotes, and wolves are just some of the creatures thought to
have suffered this change, and more were surely affected. Over the years, these various races
have bred and formed communities that reflect the nature of their bestial disposition. A Player
should take notice of the quirks and nuances of the chosen animal and personify those traits.
The term “Scavenger” is a misnomer, as not all Wilder races are scavenging animals. Aside
from the cats Sarr are based on, and avian creatures, the sky is the limit as far as your choices
of animal are concerned.

Make-
Make-Up and Costuming Requirements
Whatever the creature you choose to represent, it is important that your make-up clearly
identifies what you are playing. Prosthetics, furs, horns, feathers, and any other aids may be
used to create the persona that you are seeking. Ensure that you have your costume approved
by a Race Marshall prior to playing, so as to avoid any complications.

Inherent Advantages
Bestial lineage gives a physical advantage to the Wilder Races, allowing for a bonus of +2
Starting Body Points and +5 Maximum Body Points to their normal total. Additionally, that
strength of body gives these Wilders the ability to purchase the Resist Disease skill. Similar to
the Sarr, a Wilder can detect the presence of Disease or Poisons if they “sniff” the affected
item/person for 10 seconds. Due to this they can purchase Herbal Lore and half cost.

Inherent Disadvantages
Disadvantages
Wilders have a difficult time learning the use of the Tyrran “Common” language. Thus, they
must pay double Build Cost for the Read and Write skill. Wilders are prone to the behavior of
their wild kin, and it can sometimes get them in trouble. While a Player does not have to
behave in a wild fashion, it can certainly be fun.

THE OTHERWORLDLY RACES


The list of other races and species that have visited us is long and varied. Fendari, the Arcane,
Aelumari, and others more mysterious have all left their mark. War is usually the gift they
bring, and death is left as a reminder. Currently, Fendari are the only Otherworldly Race
available for any experienced Player to claim. Who can tell when the others will walk our roads
again?

The Fendari (R)


What secrets do Fendari keep? It is known that they are very closely tied to another Tyrran
Race. But which race is it? Wild and ill tempered, Fendari seem to have fire running through
their veins. Their skill with Celestial Magic is unparalleled. As time rolls on, we begin to
discover more about this mysterious and rare culture. Fendari are very long lived, it is
speculated they can endure for thousands of years powered by the magic they manipulate.
What is the Fendari agenda?

Make-
Make-Up and Costume Requirement
Fendari must wear dark gray or black horns. These can be fashioned using the same technique
for Sylvan Fey horns. Fendari horns need not be shaped like the Sylvan Fey’s and have a 2”
minimum size. Consult a Race Marshall for advice on sculpting horns. Fendari have red skin
with dark highlights and prosthetics may be used for a more “evil” face. A Fendari’s hair is
usually a dark color, but may be any natural color.

Character Creation at SOLAR - 123


Inherent Advantages
Fendari are durable creatures and they add +1 Starting Body Points and +5 Maximum Body
Points bonus to their normal total. Because of their Otherworldly origins, Fendari have been
exposed to the powerful elemental forces of their hidden home. As a result, Fendari may
purchase the skill Resist Elemental Magic. If the character is not an Elementalist this skill may
only purchased once every five levels. Special knowledge of Celestial Magic allows Fendari to
purchase the Read Magic skill for half Build Cost, rounded up.

Inherent Disadvantages
Because of their devotion to the Celestial and Elemental magics, teachers of Earth Magic are
rare in Fendari culture. Fendari pay double Build Cost for First Aid and Healing Arts, and
cannot be any of the following classes: Knight, Dark Knight, Ranger, Necromancer, Healer or
Druid. Because of their strong affinity for the elements, Fendari cannot be Confinists.

RACE MAKE-UP AND COSTUME REQUIREMENTS


While exciting and fun, playing a non-human character is also a responsibility and a
commitment. When playing a character that is not human, the player must adhere to specific
make-up and costume requirements. Some races, such as Stone Elf or Drae, require the
application of make-up to all exposed areas of skin. If you are not confident in your ability or
willingness to fully comply with the make-up requirements, you should not begin a character
of that race.
As a Player of SOLAR , there is one important question you should ask: “What is a Player’s
MOST significant contribution to this game?” Do you know the answer? We, the SOLAR
Staff, believe that suspending one’s disbelief is the key. In other words, our main goal is to
make it all seem REAL!
REAL Naturally, a Player’s costuming, make-up, and appearance are primary
contributors to the success of the game’s facade. It is understood that many factors affect a
Player’s costuming, with considerations like budget and time often being the most limiting.
While we hope that you can make the costume that you want a reality, we understand that
our imaginations sometimes reach beyond our means. On the other hand, make-up is not
such a flexible issue. As a very inexpensive part of our game, there is no reason a Player’s
make-up shouldn’t be flawless! Set an example and have the BEST make-up! Unfortunately,
there are a rare few who don’t have the willingness to look their best, and we have a safeguard
against those naughty Players: the Race Marshall. A Race Marshall is a Player who has been
assigned a specific race to represent. The many jobs of this individual include supplying
answers and information about your race, adjudicating any misunderstandings, and monitoring
all characters of their assigned race. If a Player is found to be improperly playing a race, that
Player will be warned, and can lose her/his right to play that race. Reversion to human and loss
of Build Points can result! Make sure you play the race to the limit.
Always remember that these races are provided to enhance the SOLA R experience for you
and everyone around you! The game environment depends as much on players as it does on
staff, and we need YOU to help us. So in the meantime, wear the fur, horns, ears, and make-
up like you are the BEST looking Player we’ve ever had! Do it right, do it well, and make it
fun!

124
124 - Character Creation at SOLAR
RACIAL MAKE-UP AND COSTUME REQUIREMENTS
Race Ears Misc Skin Hair Costume
Dark Faeries Optional Wings Black Lines
Drae Yes Black White or Silver
Faeries Optional Wings
Fendari Yes Horns Red
Gnomes Grey Pointy Hat
Gypsies Accent Colorful, Festive Clothing
Half Ogre Tusks Brown or Yellow
Half Orc Tusks Green
Hoblings Fur on Feet and Hands
Humans
Mountain Dwarf Min. 6" Beard
Sarr Special
Scavengers Special Tails
Sea Elf Yes Blue Aquatic
Shadow Dwarf Black White with Min. 6" Beard
Stone Elf Yes White with Black Lines
Surface Elf Yes
Sylvan Fey Optional Horns
Unseeley Optional Horns Black Lines
Wild Elf Yes War Paint American Indian
Wilders Special Tails

Disguising One's Race


It is impossible for a character to disguise himself as another race. If the world of SOLAR
really existed, it would be a simple matter to determine if someone were a real Drae or if he
were wearing fake ears and makeup.

Character Creation at SOLAR - 125


SKILLS
The SO L A R Skill System
The SOLA R game system is based on the purchase of skills. Whenever a player buys a new
skill with his Build Points, he will be given a permanent tag with the name and level of the skill
on it. These skill tags must be carried on a player's Skill Ring at all times in case a marshal
wishes to check to see if a player really has a particular skill. It is the player's responsibility to
keep up with his Skill Tags between events.
Since skills must be bought for a character to use them, no character may try to use a skill that
he does not have. For instance, a character must have the One-Handed Edge weapon skill
before he can use a sword. If a character does not have this skill, he may not use a sword for
any purpose other than a killing blow (See Killing Blow in the Living and Dying section).
In order to learn a new skill, a character must find someone who already knows the skill, and,
who is willing to teach it to him.
Once a character finds a teacher, it is up to the two of them to determine what the price will
be for teaching the skill. If the price is not paid, it is up to the teacher to collect the fee. Once
taught, a skill may not be repossessed.
Once the price has been agreed upon, the student and teacher should proceed to the logistics
area during on-site Update. The teacher will inform Logistics which skill he is teaching the
student.
Some skills may be purchased more than once, allowing a character to improve his ability in
that skill. These types of skills do not have to be taught each time to be improved. For the
details of a skill, read the skill descriptions.

Skill Tags
Each player in SOL A R wears a Skill Ring that holds the player's Skill Tags. When a player
purchases a skill for his character, he will be given a blue Permanent Skill Tag with the name of
the skill on it. This skill tag shows that the character has learned the skill.
Permanent Skill Tags are required for a character to receive his daily Renewable Skill Tags,
which allow the character to use that skill. All Renewable Skill Tags must have the date
stamped on the back of them and are then placed on the skill ring with the Permanent Skill
Tags. At the next Check-in or Spell-reset, all remaining Renewable Skill Tags must be thrown
away. Anyone found using Renewable Skill Tags from a previous day will be subject to
immediate disciplinary action.
For example, if a player purchases his first Critical Slay, he will be given a blue Permanent Skill
Tag which has " Critical Slay #1" written on it. At Check-in and Spell-reset, the player must
return to the Logistics area and get a Renewable Skill Tag, which has "Critical Slay" printed on
it. After the player has used his Critical Slay, he must remove the Renewable Skill Tag from his
skill ring and tear it in half to show that it has been used. Players should not throw Renewable
Skill Tags (or any other tags or trash, for that matter) on the ground. The Renewable Skill
Tags should be placed in a trashcan, or, if none can be found, in the player's pocket.

SKILL COSTS
(*) Indicates this Skill may be purchased multiple times to improve or increase the skill. The
prerequisite shown is the prerequisite to buy the skill for the first time. The prerequisite may
be different when purchased again (see the Skill Chart).

126 - Character Creation at SOLAR


t
WEAPON SKILLS i gh
Kn
k
D ar ith
r t/ r ar ar re
r
ri o ig
h
ng
e es
m
gu
e pl ol ce
ar n a un o e m ch r
Skill Name W K R R R T S So Prerequisites
1 Handed Blunt 3 3 3 3 4 5 8 - None
1 Handed Edged 5 5 5 5 5 7 10 - None
2 Handed Blunt 6 6 6 6 12 12 30 - None
2 Handed Sword 8 8 8 8 15 15 40 - None
Bow 5 - 5 5 10 10 20 - None
Crossbow 5 - 5 5 10 10 20 - None
Florentine 6 6 6 6 6 8 12 - Weapon Skill(s)
Missile Mastery 10 10 10 10 15 15 25 - None
Polearm 8 8 8 8 10 10 20 - None
Shield 5 5 5 5 10 7 15 - None
Small Weapon 2 2 2 2 2 2 2 2 None
Staff 4 4 4 4 4 4 4 4 None
Thrown Weapon 4 - 4 4 4 4 4 - None
Two Weapons 2 2 2 2 4 4 4 - Florentine
Weapons Master - 1 Handed 10 10 10 10 15 15 20 - None
Weapons Master - 2 Handed 12 12 12 12 20 20 50 - None

t
COMBAT SKILLS i gh
Kn
SKILLS rk
rDa / ith r r
r ri o g e r
ig
ht e s m
u e p la
o lar ce re
a n n n g m h r
Skill Name W K Ra Ru Ro Te Sc So Prerequisites
Weapon Proficiency +1 15 15 15 15 20 15 40 - Weapon Skill
Weapon Proficiency +2 15 15 15 15 25 20 45 - +1 Proficiency
Weapon Proficiency +3 15 15 15 15 25 20 50 - +2 Proficiency
Critical Slay 10 10 10 10 15 15 20 - +2 Proficiency
Fatal Blow 15 - - - - - - - 3rd Critical Slay
Fortify 3 3 3 3 3 3 3 3 None
Iron Grasp 3 - - - - - - - +2 Proficiency
Shield Parry 10 10 10 10 15 15 20 - Critical Slay
Shield Fatal Parry 15 - - - - - - - 3rd Shield Parry
Wear Extra Armor - 1 2 2 4 4 8 - None

t
STEALTH SKILLS i gh
Kn
SKILLS ar
k
r Dith ar er
ri o e r t/
s m e pl la
r
er
ar n ng igh ne gu m ho r c
Skill Name W K Ra Ru Ro Te Sc So Prerequisites
Waylay 10 - 10 10 6 12 12 - Weapon Skill
Backstab 15 - 15 15 10 20 20 - Waylay
Assassinate/Dodge 15 - 15 15 10 20 20 - Backstab +3

t
ACADEMIC SKILLS i gh
Kn
SKILLS ar
k
r D ith ar er
ri o t/ e r m pl ar er
ig
h
ng es gu
e ol
ar n un m ch rc
Skill Name W K Ra R Ro Te S So Prerequisites
Astrologer 3 3 3 3 3 3 3 3 Read and Write
First Aid 5 2 2 5 5 2 2 2 None
Healing Arts 4 2 2 4 4 2 2 2 First Aid
Herbal Lore 4 4 4 4 4 4 4 - Read and Write
Lore Skills (other) 2 2 2 2 2 2 2 2 None
Poison Lore 4 - 4 4 4 4 4 - Read and Write
Read and Write 6 3 3 3 4 3 3 3 None
Read Magic 8 8 8 8 6 4 4 4 Read and Write
Rune Lore - - - 4 - - - - Read and Write
Rune Mastery - - - 5 - - - - Rune 4 Column

Character Creation at SOLAR - 127


t
TRADE/CRAFT SKILLS gh
ni
K
SKILLS ar
k
r D ith ar r
ri o t/ er sm pl ar re
ar gh g e ue ol ce
ni n n g m h r
Skill Name W K Ra Ru Ro Te Sc So Prerequisites
Armorsmith Level 1-20 2 2 2 2 2 2 2 - None
Craftsman (all) 2 2 2 2 2 2 2 2 None
Disarm Trap 9 - 9 9 3 9 6 - None
Evaluate Item 6 6 6 6 3 6 6 - None
Pick Locks 9 - 9 9 3 9 9 - None

t
PRODUCTION SKILLS gh
ni
K
SKILLS ar
k
r D ith ar r
ri o t/ er sm pl ar re
ar gh g e ue ol ce
ni n n g m h r
Skill Name W K Ra Ru Ro Te Sc So Prerequisites
Alchemy Level 1-20 6 6 6 6 3 5 3 - Herbal Lore
Create Poison Level 1-20 6 - 6 6 3 5 4 - Poison Lore
Create Potion Level 1-20 6 6 6 6 5 4 3 3 Earth Spell Slot
Create Scroll Level 1-20 6 - 6 6 5 4 3 3 Celestial Spell Slot
Create Traps Level 1-20 6 - 6 6 3 5 4 - Disarm Trap

t
GYPSY CURSE ABILITIES nig h
SKILLS r K r it h e ar ar er
r rio ar
k ge es
m gu pl ol er
a an un
o m h r c
W t /D R R Te Sc So
gh R
Skill Name ni Prerequisites
K
Gypsy Curse 1 1 1 1 1 1 1 1 1 Gypsy
Gypsy Curse 2 1 1 1 1 1 1 1 1 Gypsy Curse 1
Gypsy Curse 3 2 2 2 2 2 2 2 2 Gypsy Curse 2
Gypsy Curse 4 2 2 2 2 2 2 2 2 Gypsy Curse 3
Gypsy Curse 5 3 3 3 3 3 3 3 3 Gypsy Curse 4
Gypsy Curse 6 3 3 3 3 3 3 3 3 Gypsy Curse 5
Gypsy Curse 7 4 4 4 4 4 4 4 4 Gypsy Curse 6
Gypsy Curse 8 4 4 4 4 4 4 4 4 Gypsy Curse 7

t
MAGIC SKILLS gh
ni
K
SKILLS ar
k
r D ith ar er
ri o t/ er sm pl lar er
ar gh g e ue o c
ni n n g m h r
Skill Name W K Ra Ru Ro Te Sc So Prerequisites
Primary Level 1 Spell Slot 3 2 2 2 2 1 1 1 < school specific >
Primary Level 2 Spell Slot 3 2 2 2 2 1 1 1 Primary Level 1 Spell Slot
Primary Level 3 Spell Slot 6 3 3 3 3 2 2 2 Primary Level 2 Spell Slot
Primary Level 4 Spell Slot 6 4 4 4 4 3 2 2 Primary Level 3 Spell Slot
Primary Level 5 Spell Slot 9 4 4 4 4 3 3 3 Primary Level 4 Spell Slot
Primary Level 6 Spell Slot 9 5 5 5 5 4 3 3 Primary Level 5 Spell Slot
Primary Level 7 Spell Slot 12 6 6 6 6 5 4 4 Primary Level 6 Spell Slot
Primary Level 8 Spell Slot 12 6 6 6 6 5 4 4 Primary Level 7 Spell Slot
Primary Level 9 Spell Slot 15 7 7 7 7 6 5 5 Primary Level 8 Spell Slot
Secondary Level 1 Spell Slot 6 6 6 4 4 2 2 2 < school specific >
Secondary Level 2 Spell Slot 6 6 6 4 4 2 2 2 Secondary Level 1 Spell Slot
Secondary Level 3 Spell Slot 12 12 12 6 6 4 4 3 Secondary Level 2 Spell Slot
Secondary Level 4 Spell Slot 12 12 12 8 8 6 4 3 Secondary Level 3 Spell Slot
Secondary Level 5 Spell Slot 18 18 18 8 8 6 6 4 Secondary Level 4 Spell Slot
Secondary Level 6 Spell Slot 18 18 18 10 10 8 6 4 Secondary Level 5 Spell Slot
Secondary Level 7 Spell Slot 24 24 24 12 12 10 8 5 Secondary Level 6 Spell Slot
Secondary Level 8 Spell Slot 24 24 24 12 12 10 8 5 Secondary Level 7 Spell Slot
Secondary Level 9 Spell Slot 30 30 30 14 14 12 10 6 Secondary Level 8 Spell Slot
x3 x3
Primary Primary Primary Primary Primary Primary
Tertiary Spell Slots x3
Warrior Warrior
x3 x3 x3 x3 +2
< school specific >
Primary Primary

Warrior Warrior
Primary Primary Primary Primary Primary Primary
Quaternary Spell Slots x4
Primary Primary
x4 x4 x4 x4 +3
< school specific >
x4 x4

128 - Character Creation at SOLAR


FORMAL MAGIC SKILLS ht
nig
SKILLS r K r ith e ar r er
rio rk ge sm gu pl o la er
ar a
Ra
n n e
Ro m c h rc
W t/D Ru Te S So
igh
Skill Name Kn Prerequisites
Formal Level 1 6 6 6 6 6 2 2 4 Level 9 Spell Slot
Formal Level 2 6 6 6 6 6 2 2 4 Formal Level 1
Formal Level 3 12 12 12 12 12 4 4 8 Formal Level 2
Formal Level 4 12 12 12 12 12 6 4 8 Formal Level 3
Formal Level 5 18 18 18 18 18 6 6 12 Formal Level 4
Formal Level 6 18 18 18 18 18 8 6 12 Formal Level 5
Formal Level 7 24 24 24 24 24 10 8 16 Formal Level 6
Formal Level 8 24 24 24 24 24 10 8 16 Formal Level 7
Formal Level 9 30 30 30 30 30 12 10 20 Formal Level 8
x2 x2 x2 x2 x2 x2
Secondary Formal Levels - - Level 9 Spell Slot
Primary Primary Primary Primary Primary Primary

Alteration Mastery - - - - - 12 8 8 Formal level 9


Binding Mastery - - - - - 12 8 8 Formal level 9
Construct Mastery - - - - - 12 8 8 Formal level 9
Enchantment Mastery - - - - - 20 15 15 Formal level 9
Necromantic Mastery - - - - - 12 8 8 Formal level 9
Summoning Mastery - - - - - 12 8 8 Formal level 9

t
RESIST ABILITIES ni
gh
SKILLS r K er ith e ar r er
r rio ark ng e sm ogu pl ho la c er
a D a n m r
W t/ R Ru
R Te Sc So
gh
Skill Name ni Prerequisites
K
Resist Charm 2 2 2 2 2 2 2 2 All Elves, Unseelie
Resist Charm/Charm Break 4 4 4 4 4 4 4 4 Sylvan Fey
Resist Confining 5 5 5 5 5 5 5 5 Confinist
Resist Disease 2 2 2 2 2 2 2 2 Wilders, Dwarves, Hoblings
Resist Elemental 5 5 5 5 5 5 5 5 Elementalist, Fendari
Resist Emotion 4 4 4 4 4 4 4 4 Stone Elf, Drae
Resist Healing/Curing 5 5 5 5 5 5 5 5 Necromancer, Dark Knight
Resist Necromancy/Chaos 5 5 5 5 5 5 5 5 Healer, Knight
Resist Sleep 3 3 3 3 3 3 3 3 All Elves, All Faeries
Resist Toxin 5 5 5 5 5 5 5 5 Sea Elf, Shadow Dwarf, Gnome

WEAPON, COMBAT, & STEALTH SKILLS


Assassinate*
Prerequisite(s): Backstab +3
The Assassinate skill allows a character to kill a victim once a day for every time the skill is
purchased. This attack requires a one-handed edged weapon, must be by surprise, and come
from behind the victim. A successful Assassinate will put the victim at the Dead status. Armor
of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) will not protect against an
assassinate.
If a player suspects an assassination attempt from someone behind him, he can negate the
assassination by saying, "I know you are back there," or by otherwise indicating he is aware of
the assassin's presence.
An assassination attempt may not be negated by the Dodge skill (see Dodge, below), nor may
it be parried by a Critical Parry (see Critical Parry, below).
Each player with this skill will be given his Assassinate Tags (one for each time purchased) at
Check-In. Until a character has reached Master Assassin status (3 Assassinates), he must
choose either an assassinate or a dodge when he receives his tag. Master Assassins do not
have this restriction and can choose during the combat to use either an assassinate or dodge.

Character Creation at SOLAR - 129


Backstab*
Prerequisite(s): Waylay
The Backstab skill adds 1 point to the character's base damage with a one-handed edged
weapon for every time the skill is purchased, and it may be used with either hand. If a
character knows the Two Weapons skill, he may add one (1) point of damage to each hand.
This is an attack that is from behind the target, not just hitting them in the back with your
weapon, although you must be standing behind your target it does not have to be from
surprise.

Critical Slay*
Prerequisite(s): Weapon Proficiency +2
The Critical Slay skill allows a character to immediate drop a character to SLAIN status with
one blow, once a day for every time the skill is purchased. When learning a Critical Slay, the
character must choose which hand this skill is to be used, as well as with which weapon.
In order to use this skill, the attacker must announce he is using a Critical Slay by stating,
"Prepare to Die, Slay!". At this point his Slay is now "active" and the attacker has one minute
to use the Slay. If the Slay is not used immediately, the attacker must continue to say "Slay
Active". When the attacker is ready to make contact with the victim, the attacker must say
"Slay" and then hit the victim. If the attacker does not connect with a target within the one
minute, the Slay is expended.
A Critical Slay will put the victim at SLAIN status, and he will die in one minute. A Critical
Slay bypasses armor and, therefore, will not affect the victim's Armor Points.
However, if the victim has Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor
(E,7) active on him when he is hit with a Critical Slay, then the victim is left with one Body
Point. Also, an attempt to slay a character may be negated by the Critical Parry, Fatal Parry or
Shield Parry skills (see below). Missile slays may only be parried with Shield Parry skills. The
Dodge skill (see Assassinate) also allows a character to dodge a Critical Slay; however it does
not parry the Slay. The Slay remains active, and the defending character loses a Dodge.
Critical Slay may be purchased after every two Weapon Proficiencies.
Each player with this skill will be given his Critical Slay Tag(s) (one for each time purchased)
at Check-In and at each Spell-Reset. When the skill is used, the Critical Slay Tag should be
torn off the skill ring.

Critical Parry
A character that knows the Critical Slay skill has the option of using it as a Critical Parry
instead. If a opponent activates his Critical Slay by saying "Prepare to Die!", a player with an
available Critical Slay may say "Critical Parry" to negate the slay, provided he is holding his
weapon, and it is free. Using the Critical Slay skill as a Critical Parry expends the Critical Slay.
Although it is not necessary to actually parry or block the attack, Critical Parry may only be
used against attacks, which the person could logically block. If a character with a Critical Slay
can place himself between the victim and the attacker, then he may negate the Slay with his
Critical Parry.
In addition, this skill allows a character to parry any physical blow one time for each time the
skill is bought. The character must call "critical parry" in order to dodge the blow. Magical
effects, e.g. spells, may not be parried. However a blow from a weapon, or an object, even if
it is magical, may be parried, e.g. "30 Magic Boulder."

Dodge
Prerequisite(s): Backstab +3
A character that knows the Assassinate skill has the option of using it as a Dodge instead. The
Dodge skill will allow a character ONCE per combat to dodge any non-surprise, not area effect
attack. (i.e. Waylay, Assassinate, 5’ radius trap explosion, spell packet from behind, etc.).

130 - Character Creation at SOLAR


If a player is hit with a spell or other packet attack, he may say "Dodge" to negate the attack,
provided of course he has an available dodge. Using the Assassinate skill as a Dodge expends
the Assassinate.
A character with an available Dodge may not place himself between a victim and an attacker
after the attack has been announced (i.e. after a spell verbal has been started, after a Critical
Slay has been announced, etc.) and dodge the attack.

Dodge Block
Prerequisite(s): Dodge
The Dodge Block skill allows the character, if within arms reach of another to “Dodge Block”
and take the intended attack upon his or herself instead of the victim they are saving. This is
done by touching the intended target softly and speaking aloud “Dodge Block”. The character
using the Dodge Block cannot then use a Dodge Skill to evade the attack his or herself.

Fatal Blow*
Prerequisite(s): Warriors only +8 Proficiency and 3rd Critical Slay
The Fatal Blow skill allows a character to immediate drop a character to SLAIN status with one
blow, once a day for every time the skill is purchased. When learning a Fatal Blow, the warrior
must choose which hand this skill is to be used, as well as with which weapon.
In order to use this skill, the attacker must announce he is using a Fatal Blow by stating,
"Prepare to Die!”. At this point his Fatal Blow is now "active" and the attacker has 10 seconds
to use the Fatal Blow. If the Blow is not used immediately, the attacker must continue to say
"Fatal Blow Active". When the attacker is ready to make contact with the victim, the attacker
must say "Slay, Fatal Blow!" and then hit the victim. If the attacker does not connect with a
target within 10 seconds,
seconds the Fatal Blow is expended.
A Fatal Blow will bring the victim to the Slain status, regardless of magical protections he is
wearing.. A Fatal Blow bypasses armor and, therefore, will not affect the victim's Armor Points.
wearing
A Fatal Blow also causes twice the amount of damage against creatures that normally take a
reduced amount of damage from a critical slay.
An attempt to slay the warrior with a Fatal Blow may be negated by the Fatal Parry skill (see
below listing). The Dodge skill (see Assassinate) also allows a character to dodge a Fatal Blow;
however it does not negate the attack. The Fatal Blow remains active, and the defending
character loses a Dodge. The Fatal Blow Skill cannot be "parried" by a Critical Parry, it can
only be parried by a Fatal Parry. See Below.
Fatal Blows may be purchased in lieu of critical slays after obtaining three critical slays.
Each player with this skill will be given his Fatal Blow Tag(s) (one for each time purchased) at
Check-In. When the skill is used, the Fatal Blow Tag should be torn off the skill ring.

Fatal Parry
A warrior who knows the Fatal Blow skill has the option of using it as a Fatal Parry instead. If a
opponent activates his Critical Slay or Fatal Blow by saying "Prepare to Die!", a player with an
available Fatal Blow may say "Fatal Parry" to negate the slay or fatal blow, provided he is
holding his weapon, and it is free. Using the Fatal Blow skill as a Fatal Parry expends the Fatal
Blow.
Although it is not necessary to actually parry or block the attack, Fatal Parry may only be used
against attacks, which the person could logically block. If a warrior with a Fatal Blow can place
himself between the victim and the attacker, then he may negate the Critical Slay or Fatal
Blow with his Fatal Parry.
In addition, this skill allows a warrior to parry any physical blow one time for each time the
skill is bought. The warrior must call "fatal parry" in order to dodge the blow. Magical effects,
e.g. spells, may not be parried. However a blow from a weapon, or an object, even if it is
magical, may be parried, e.g. "30 Magic Boulder."

Character Creation at SOLAR - 131


Florentine
Prerequisite(s): Weapon Skill(s)
The Florentine skill allows a character to fight with two weapons provided one of them is no
larger than a small weapon. If the player calls different damages for each hand, then the
proper damages must be called for each blow. Spears may not be used in this combination.
Damage for each weapon must be called based on the proficiencies for both weapons for both
hands. For instance, if a character has a +2 Weapon Proficiency in his right hand with one-
handed edged weapons and no proficiencies in the left hand, he would call four damage with
the weapon in his right hand and one damage with the dagger-sized weapon in his left hand.

Fortify
Prerequisite(s): None
The Fortify Skill allows the character to increase his body points. Fortify may be purchased
multiple times, and the additional body gained from this skill is not limited by class maximums.
For each time this skill is purchased Warriors, Knights, Dark knights, and Rangers gain 3 body,
Rogues and Templars gain 2 body, and Scholars or Sorcerers gain 1 body.

Weapon Proficiency*
Prerequisite(s): Weapon Skill
The Weapon Proficiency skill allows a character to increase the amount of damage he does
with a weapon, by one point, for every time the skill is purchased. The weapon and hand
chosen for this skill must chosen at time of learning the skill.
A character may be proficient in more than one weapon and hand, but each Weapon
Proficiency must be bought separately, with a respective purchase of weapon and applicable
hand.

Shield Parry/Shield Fatal Parry


Prerequisite(s): 1 Critical Slay and Shield Skill
This skill allows a character with a shield to have a critical parry skill that can be used with his
shield only. (See critical parry above) They can purchase one Shield Parry Skill for every
Critical Slay in a non-missile weapon they posses. After obtaining three Shield Parries character
may then purchase Shield Fatal Parry. The Shield Fatal Parry allows the character to "parry"
either the Critical Slay attack or the Fatal Blow attack thus taking no damage from the attack.

Two Weapons
Prerequisite(s): Florentine
The Two Weapons skill allows a character to use two weapons, one in each hand, during
combat. One of the weapons must be no longer than 32 inches, and the other no longer than
44 inches. Neither can be a two-handed weapon of any kind. Spears may not be used in this
combination.
Damage for each weapon must be called based on the proficiencies for both weapons for both
hands. For instance, if a character has a +2 Weapon Proficiency in his right hand with one-
handed edged weapons and no proficiencies in the left hand, he would call four damage with
the weapon in his right hand and two damage with the weapon in his left hand.

Waylay
Prerequisite(s): Appropriate Weapon Skill
The Waylay skill allows a character to attempt to sneak up on another character from behind
and knock him unconscious. The character with the Waylay skill accomplishes this by getting
behind his victim and attacking him without the victim expecting the attack. The attack is
performed with a tap on a shoulder blade, with the butt end of a Waylay-safe approved
weapon (any small weapon which is properly padded), and saying "Waylay".

132 - Character Creation at SOLAR


A character which, has been successfully waylaid, loses one Body Point and remains
unconscious for 10 minutes. If the attacker uses an Endow (E,2) or Empower (C,1) spell in
conjunction with the Waylay skill, the victim will lose three Body Points. A character who has
been waylaid may be brought back to consciousness by either one minute of First Aid (the
character will not regain the Body Point(s) lost to the waylay) or a curative (a healing spell or
potion) which exceeds the amount of damage inflicted by the waylay.
If a character is successfully waylaid, he will not know who his attacker was.
If a player suspects a waylay from someone behind him, he can negate the waylay by saying,
"I know you are back there", or otherwise signifying he is aware of the attacker’s presence.
Victim will still take the damage from the blow if it is carried out, however.
Metal armor which covers the back of head and neck areas will negate a waylay, as will Armor
of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) spells. However, the damage
inflicted by the waylay must be removed from either the metal armor or expends the Armor
of the Dead, Mage Armor, or Spirit Armor.
An Endowed Magical Waylay is a special form of Waylay imparted through a Formal Magic
Ritual. It will waylay through any protection short of toughness or threshold. This will also
expend Armor of the Dead, Mage Armor, or Spirit Armor if the victim has one active.
Non-humanoid creatures that have no necks, (i.e. snake), or a creature whose head is too high
off of the ground to reach, (i.e. giant), are impossible to waylay.

Weapon Skills
Prerequisite(s): None
The Weapon skill allows a character to use a particular type of weapon. For one-handed
weapons, a player may use the weapon in either hand. This skill allows the player to call the
base damage for that weapon (see Weapons section). The list below shows the different types
of weapons from which the character may choose:

Bow
The Bow skill allows a character to use a standard bow (not more than 15lb pull) to
shoot a projectile made COMPLETLEY of foam. If a bow is used to block attacks or is
struck for damage while being held, it is rendered useless until reset or is repaired-
including magical or indestructible bows. Each proficiency in bow grants +2 damage
instead of +1 damage. Arrows can be 'seen', but spent arrows may be picked up
OOP during a hold - but a hold may not be called to pick up an arrow off the ground.
It is the player's responsibility to provide and keep track of his own arrows. Spent
arrows may only be picked up off the ground by the original owner (they cannot be
stolen). It is best to uniquely mark your arrows to prevent accidental mix-ups.
Crossbow
The Crossbow skill allows a character to use a crossbow type device (not more than
15lb pull) to shoot a projectile made COMPLETLEY of foam. If a crossbow is used to
block attacks or is struck for damage, it is rendered useless until reset or repaired -
including magical or indestructible bows. Each proficiency in crossbow grants +2
damage instead of +1 damage. Bolts can be 'seen', but spent bolts may be picked up
OOP during a hold - but a hold may not be called to pick up a bolt off the ground. It
is the player's responsibility to provide and keep track of his own bolts. Spent bolts
may only be picked up off the ground by the original owner (they cannot be stolen). It
is best to uniquely mark your bolts to prevent accidental mix-ups.
One-
One-Handed Blunt
The One-Handed Blunt weapon skill allows a character to use a blunt weapon, which requires
only one hand to wield. A blunt weapon deals no damage when used as a thrusting weapon.

Character Creation at SOLAR - 133


One-
One-Handed Edged
The One-Handed Edged skill allows the character to use an edged weapon, which requires
only one hand to wield. This skill includes a one-handed spear.

Polearm
The Polearm skill allows a character to use a polearm weapon. Polearms, by definition, require
two hands to wield.

Small Weapon
The Small Weapon skill allows a character to wield any small weapon. A small weapon is
defined as any weapon less than 24 inches in length, be it edged or blunt, and is used in close
combat.

Staff
The Staff skill allows the character to fight using a staff, which must be wielded with both
hands. This skill does not confer the ability to use other Two-Handed Blunt weapons. The staff
may not be used as a thrusting weapon.

Thrown Weapon
The Thrown Weapon skill allows a character to use a weapon that must be thrown to do
damage.
This skill and an Endow (E,2)/Empower (C,1) spell are required for a character to throw a
boulder. Damage from a thrown boulder is three (3) points with an Endow/Empower and five
(5) points with a Greater Endow (E,4).

Two-
Two-Handed Blunt
The Two-Handed Blunt weapon skill allows a character to use a blunt weapon that requires
both hands to wield. A blunt weapon deals no damage when used as a thrusting weapon.

Two-
Two-Handed Sword
The Two-Handed Sword skill allows a character to wield a two-handed sword only. Any other
edged weapon that requires two hands to wield is a polearm (see Polearm above)

Weapons Mastery
Prerequisite(s): None
Weapon mastery skills available are One-Handed Mastery, Two-Handed Mastery, and Missile
Mastery. These skills allow a character to pick up any weapon that the character's race can use
and wield it. These skills count as upgrades to their prior weapon skills, allowing the player to
use his proficiencies and slays for all weapons in the appropriate mastery group. If the
character purchases One and Two-handed Weapons Masteries, his proficiencies and slays
extend to include both groups. Proficiencies and slays do not transfer to Missile Mastery, they
must be learned independently.

Wear Extra Armor*


Prerequisite(s): None
The Wear Extra Armor skill increases a character's maximum number of Armor Points above
his normal class restrictions. The character's maximum is increased by five for every time the
skill is purchased. Templars may not purchase this more than five times, Rogues four times and
scholars two times.

134 - Character Creation at SOLAR


KNOWLEDGE AND TRADE SKILLS

Armorsmith*
Armorsmith*
Prerequisite(s): None
The Armorsmith skill allows a character to repair up to five points of armor in the field for
each time the skill is purchased. Armor is repaired at the rate of five (5) points per minute.
This skill may be purchased no more than 20 times thus allowing a character to repair up to a
total of 100 points of armor per day. This skill will repair all armor including cloth and leather
armor. The Armorsmith skill once purchased up to level 5 will allow the character to repair
one destroyed weapon per spell rest. Purchasing level 10 will allow the character to repair two
weapons per spell reset.

Astrology
Prerequisite(s): Read and Write
The Astrology skill allows a character to earn a living as an astrologer or fortune-teller. One
can only learn one type of forecasting at a time; possession of one specialty does not confer
expertise in another. For example, if one chooses to be able to forecast by casting bones, one
cannot also read cards without buying the astrology skill again.
Astrologers are able to make predictions for characters and events. These can be useful for an
adventuring party that wishes to know if the "planets are in the correct alignment" for their
quest.
Although sometimes the Plot Committee may provide information relating to modules or
adventures with certain astrologers. This skill does not guarantee any special knowledge.

Craftsman (type)
Prerequisite(s): None
The craftsman skills listed below are used for role-playing purposes only. They are here to help
players flesh out their characters.
No craft skill will ever give a character any extra in-game power nor do they provide any
information. If a character takes the historian skill, it is up to him to learn the in-game history.
If a character wishes to make a living in a craft, he must learn the appropriate craft skill.
Examples of craftsman skills include architect, artist, baker, bard, brewer, builder, butcher,
calligrapher, candle maker, carpenter, farmer, forester, historian, horse breeder, hunter,
jeweler, masseuse, merchant, potter, rug maker, sage (specific field of study), sailor, scout,
scribe, tactics, tailor, teacher, tracker, trader, and undertaker.

Disarm Trap
Prerequisite(s): None
The Disarm Trap skill allows a character to attempt to disarm a trap. The player must
physically disarm the traps for this skill to work, but they may not even attempt a disarm
without the skill. If the trap goes off as the player attempts to disarm it, then the disarm
obviously fails, and the player will take the effect of the trap.

Character Creation at SOLAR - 135


Evaluate Item
Prerequisite(s): None
The Evaluate Item skill allows a character to determine the monetary value of in-game items. It
does not allow the character to determine whether or not the item is magical.
When a player purchases this skill, he will be given a list with codes for in-game monetary
values. Every in-game item should have a label on it with a code. The in-game value is
determined by locating the code on the list and reading off the monetary value next to it. This
list is out-of-play!

First Aid
Prerequisite(s): None
First Aid skill allows a character to bring a character that is unconscious or bleeding to death
back to 1 body (see Death vs. Unconsciousness in the Living and Dying section). To use this
skill, the character performing First Aid must be able to physically reach the unconscious or
dying character for 60 seconds. During this time, the character performing the First Aid may
not do anything else. If the character performing First Aid is interrupted, the one-minute
count begins again upon resumption of First Aid. Performing First Aid for at least 10 seconds
will allow the victim to start the one-minute count again thus keeping from reaching the dead
status.

Healing Arts
Prerequisite(s): First Aid and Read and Write
The Healing Arts skill allows a character to determine the health of another character (i.e. is
he diseased, poisoned, etc.) and how many Body Points the character is below his maximum
number of Body Points (not the character's maximum number of Body Points). To obtain this
information, the character with the Healing Arts skill must place his hand upon the character
being diagnosed and say "Healing Arts - What's your status?" It does not allow the character
to detect any Formal Magic effects on another character, and conscious characters may resist
this attempt.
This skill also allows a character to identify a potion after 10 seconds of study, but not a
poison or an alchemical solution.

Herbal Lore
Prerequisite(s): Read and Write
The Herbal Lore skill allows a character to determine the presence of an alchemical solution,
but not a potion or poison. Once it has been determined that an alchemical solution is
present, this skill will allow the caster to identify the alchemical solution after 10 seconds.

Pick Locks
Prerequisite(s): None
The Pick Locks skill allows a character to attempt to pick a lock. This skill does not guarantee
he will succeed. The player must physically pick the lock with a set of lock picks.
If a player has a set of lock picks, but has not purchased the skill, then he will not be allowed
to attempt to pick the lock. See the Traps and Locks section for more information.

Poison Lore
Prerequisite(s): Read and Write
The Poison Lore skill allows a character to determine the presence of a poison this takes 10
seconds. Once it has been determined that a poison is present, this skill will allow the
character to identify the poison after another 10 seconds.

136 - Character Creation at SOLAR


Read and Write
Prerequisite(s): None
The Read and Write skill allows a character to read and write. It does not give the character
the ability to decipher coded messages or foreign languages the player does not know.
However, it does give the character the ability to attempt to decode or translate such
messages.

Read Magic
Prerequisite(s): Read and Write
The Read Magic skill allows a character to read Celestial Magic Scrolls. However, a character
may only cast spells that are no more than four levels higher than his highest Celestial Spell
Slot. Thus, if a character wanted to be able to cast a ninth level Celestial spell from a scroll, he
must have at least one fifth level Celestial Spell Slot. (See Scrolls in the Magic section)

MAGIC SKILLS
Spell Slots
The rules for acquiring the skill to cast a spell are different from the rules for acquiring other
skills in the game. When a character learns a first-level Spell Slot, he is expanding his mind to
memorize a first-level spell. Any first-level spell that is in his spell book may be memorized and
"stored" in this Spell Slot. Only one first-level spell may be stored in that Spell Slot per day.
Once the character has cast the spell, the Spell Slot remains empty until the next Spell-Reset,
at which time the character will study his spell book and memorize another first-level spell.
With this system, it is possible for a character to know all of the first-level spells (have them
written in his spell book) but have only one first level Spell Slot. In this case, the character
would have to choose which one of the first level spells he wants to memorize for the day.
However, if a character has more than one Spell Slot of a given level, he can fill them with any
combination of spells he knows of the given level.
The cost of spell slots for a school of magic is based on the level of the spell, and whether or
not a character has already learned spells from another school of magic. The first school a
character learns from becomes his primary magic; the second his secondary magic, etc. A
player should make sure he is looking at the proper list when consulting the skill chart.

Spell
Spell Slot Purchase
Spell Slots must be purchased in a Pyramidal Format for all three types of Celestial, all four
types of Earth Magic, and Rune Magic. Columnar Format for Celestial and Earth Formal
Magic Spells.

Pyramidal Format
Format (Celestial, Earth)
Earth)
When purchasing Spell Slots in this manner, the character must have two more Spell Slots of
the immediate lower level than the level of the Spell Slot he is purchasing. Also, a character
may only have two slots more than the number of slots on the level above it. The character's
highest level Spell Slots should always form a pyramid.
For example, Secklynn Nonamere, the Celestial Mage, has two first level slots. Since he has no
second level slots, he may not purchase any more first level slots because he is not allowed to
have any more than two slots more than the level above. However, since he does have two
slots more than the level above, he may purchase a second level spell. Eventually, Secklynn
Nonamere will be ready for his first ninth level slot. As with all skills, he needs a teacher, and
history will tell us that Secklynn was lucky enough to have his mentor Lann teach him.

Character Creation at SOLAR - 137


The following is the progression for learning spells in the Pyramidal format.

4th 0
3rd 0 0
2nd 0 0 0
1st 0 0 0 0

Once a character has learned four Spell Slots of a given level, he is not required to buy any
additional Spell Slots for that level. However, if a character wishes to learn more than four
Spell Slots of a given level he must have more than the number of slots on the level below the
given level and at least as many Spell Slots of the next higher level before the purchase of the
new slot.
For example, after a few events, Secklynn Nonamere now has five first-level slots, four second-
level slots, three third-level slots, two fourth-level slots and a fifth-level slot. If he wishes to buy
a fifth second-level slot, he must first purchase a fourth third-level slot. This will give him as
many slots on the level above, third-level, as the level to be increased, second-level. Since he
already has as many first-level slots as he will have second-level slots, he may now purchase his
fifth second-level slot.

Columnar Format (Celestial and Earth Formal)


When purchasing Spell Slots in this manner the character must have one and only one Spell
slot of the immediate lower level than the level of the Spell Slot that he is purchasing.

The following is the progression for learning spells in the Columnar format.

3rd 0
2nd 0
1st 0

Celestial Formal Magic*


Prerequisite(s): 9th Level Celestial Spell Slot
See Formal Magic in the Magic section.

Earth Formal Magic*


Prerequisite(s): 9th Level Earth Spell Slot
See Formal Magic in the Magic section.

Formal Mastery Skills


Prerequisite(s): 9th level Formal Magic
Alteration Mastery
Alteration Mastery allows the formal magic caster to half the casting time of any Alteration
Ritual he performs. Also allows them to invoke a one step shift with any Alteration Ritual he
participates with.

Construct Mastery
Construct Mastery allows the formal magic caster to half the casting time of any Construct
Creation Ritual he performs. Also allows them to invoke a one step shift with any Construct
Ritual he participates

138 - Character Creation at SOLAR


Enchantment Mastery
Enchantment Mastery allows the formal magic caster to half the casting time of any
Enchantment Ritual he performs. Also allows them to invoke a one step shift with any
Enchantment Ritual he participates

Necromantic Mastery
Necromantic Mastery allows the formal magic caster to half the casting time of any
Necromantic Ritual he performs. Also allows them to invoke a one step shift with any
Necromantic Ritual he participates

Summoning Mastery
Summoning Mastery allows the formal magic caster to half the casting time of any Summoning
Ritual he performs. Also allows them to invoke a one step shift with any Summoning Ritual he
participates
Note: The Formal Mastery skills do not add in addition to special scrolls or circles. The player
cannot benefit from both. And must choose which he uses before casting the ritual.

Magic Spell Slot - Celestial*


Prerequisite(s): Read Magic
This skill allows the casting of Celestial spells from memory.

Magic Spell Slot - Earth*


Prerequisite(s): Healing Arts
This skill allows the casting of Earth spells from memory. See the section on Spell Slots
at the beginning of the Skills section.

Magic Spell Slot - Rune*


Prerequisite(s): Rune Lore
This skill allows the character to learn to inscribe Runes from memory. See the section
on Spell Slots at the beginning of the Skills section.

Character Creation at SOLAR - 139


PRODUCTION SKILLS
Alchemy*
Prerequisite(s): Herbal Lore
The Alchemy skill allows a character to manufacture alchemical compounds. You get one
production point per level of Alchemy that you have purchased. See the Alchemy section for
the list of alchemical solutions and costs to make, as well as rules for creating and using them.

Create Poison*
Prerequisite(s): Poison Lore
The Create Poison skill allows the character to concoct solid, liquid, and gaseous poisons. You
get one production point per level of Create Poison that you have purchased. See the Poison
section for the list of poisons and the costs to make each, as well as rules for using them.

Create Potion*
Prerequisite(s): Ability to cast the spell that creates the Potion
The Create Potion skill allows a character with Earth spell-casting ability to manufacture
potions that duplicate the effects of spells that he can actually cast. You get one production
point per level of Create Potion that you have purchased. The production point cost for
potions is at the rate of 1 per level of the potion and a 1/2 silver per level of the potion being
created. Refer to the Earth Spell description pages in the Magic section for information on
spells that can be made into potions.

Create Scroll*
Prerequisite(s): Ability to cast the spell that creates the Scroll
The Create Scroll skill allows a character with Celestial spell-casting ability to manufacture
scroll that duplicate the effects of spells that he can actually cast. You get one production
point per level of Create Scroll that you have purchased. The production point cost for scrolls
is at the rate of 1 per level of the scroll and a 1/2 silver per level of the scroll being created.
Refer to the Celestial Spell description pages in the Magic section for information on spells
that can be made into scrolls.

Create Trap*
Prerequisite(s): Disarm Trap
The Create Trap skill allows a character to create and set traps. You get one production point
per level of Create Traps that you have purchased. See the Traps section for the list of traps
and costs to make each. This skill also allows a character to set any trap.

ABILITIES
Animal Empathy
Prerequisite(s): Druid or 10th Level Ranger
Animal Empathy is not a skill but an ability of a Druid class mage or a Ranger of 10th level and
above. This makes all woodland creatures treat them as a friend, they will not attack the
character unless provoked or attacked. This does not however allow the character to
communicate with them.

140 - Character Creation at SOLAR


Bravery
Prerequisite(s): 10th level Dark Knight or Knight
This ability allows the Knight or Dark Knight of 10th level and higher to be completely immune
to the effects of Fear and Terror.

Iron Grasp
Prerequisite(s): +2 Proficiency/Warrior Class only
The Iron Grasp skill allows the warrior to resist the effects of disarming and fumbling magics
once per every time this skill is purchased.

Lay on Hands
Prerequisite(s): Dark Knights or Knights
The Lay on Hands ability allows the Dark Knight or Knight to heal someone of wounds and
take the wounds upon himself. The character can only heal up to his last body point, and must
transfer his body tags to the healed character. This healing only heals those that are bleeding
to death or are wounded, this has no effect on a character that has been killing blown. (see
living and dying section)

Gypsy Curse*
Prerequisite(s): Gypsy
The Gypsy Curse skill allows a character that is a Gypsy to place a limited curse on another
character according to the Gypsy code, available only to Gypsy characters. A Gypsy Curse
may only be cast with a Gypsy's dying breath - a rather unfortunate occurrence. The curse
lasts until the cursed character dies and is resurrected, or the curse is removed by the Gypsy
Bandolier or the Gypsy that cursed them. A gypsy may not have more than one curse active
at one time. If he already has an active curse, then he cannot impose another one.
1st Can not lie to any gypsy
2nd Stutter (does not affect spell casting)
3rd Fumble Fingers (does not effect combat)
4th Can not initiate an attack on any gypsy
5th Disease Can not run nor use the Dodge skill
6th Weakness as per spell
7th Curse as per spell
8th Charmed to all gypsies as per spell
9th Cursed person has –2 strength, can’t run and has half body
10th Cursed person will die in one hour and can’t be revived

Resist Charm*
Prerequisite(s): All Elven Races, Unseelie
The Resist Charm skill allows a character to resist any charm spell, potion, or poison as many
times per day as he has purchased the skill. This also includes the Love Potions, Vampyric
Charm, and the Earth spell Friendship (E,7).
If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he
wishes to resist the spell, gas, or poison. One can also pretend to be charmed and say "Resist"
at a later time.

Character Creation at SOLAR - 141


Resist Charm/Charm Break*
Prerequisite(s): Wood Elf
The Resist Charm/Charm Break skill allows a character to resist any charm spell, potion, or
poison as many times per day as he has purchased the skill. This also includes the Love
Potions, Vampyric Charm, and the Earth spell Friendship (E,7).
If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he
wishes to resist the spell, gas, or poison. One can also pretend to be charmed and say "Resist"
at a later time.
This skill also allows a character to break a charm on another character. The character with
this skill must talk with the charmed character for 15 seconds undisturbed, at which time, the
character breaking the charm takes one Body Point of damage and the charmed character is
no longer charmed.

Resist Confining *
Prerequisite(s): Confinist
The Resist Confining skill allows a Confinist Mage to resist any confining spell or effect, as
many times per day as he/she has purchased the skill. This includes but is not limited to the
following spells, Bind (E,5), Entangle (D,3), Imprision (C,8), Physical Web, Pin (E,2), Snare
(C,4) and Trap (C,3).
This skill can be purchased once when the Confinist learns his first 6th level confining spell slot,
again when he learns his first 9th level confining spell slot, and finally when he achieved a 4
column of Confinist spells. It can be purchased a maximum of 3 times.
If a player with this skill is hit with one of the aforementioned spells, he/she should say
"Resist" if he/she wishes to resist the spell.

Resist Disease*
Disease*
Prerequisite(s): Dwarves, Hobling, Wilders
The Resist Disease skill allows a character to resist any disease spell or effect, potion, poison,
or monster effect as many times per day as he has purchased the skill.
If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he
wishes to resist the spell, gas, or poison.

Resist Elemental *
Prerequisite(s): Elementalist or Fendari
The Resist Elemental skill allows an Elementalist Mage to resist any Elemental spell or effect, as
many times per day as he has purchased the skill.
This skill can be purchased once when the Elementalist learns his first 6th level elemental spell
slot, again when he learns his first 9th level elemental spell slot, and finally when he achieved a
4 column of elementalist spells. It can be purchased a maximum of 3 times. Fendari can
purchase this skill at anytime but are restricted to a maximum of 3.
If a player with this skill is hit with one of the aforementioned spells or attacks, he should say
"Resist" if he wishes to resist the spell.

Resist Emotion*
Prerequisite(s): Drae, Stone Elf
The Resist Emotion skill allows a character to resist any emotion-based attack as many times
per day as he has purchased the skill. This includes, but is not restricted to, the emotions of
Fear (E,3), Terror (monster attack), and Berserk, Charm, Love or Love 9. (poisons).
If a player with this skill is hit with a gas or spell, or ingests a poison or potion which provokes
an emotional response, he should say "Resist" if he wishes to resist the gas, poison, potion or
spell. He can also pretend to be affected by the gas, poison, potion or spell and say "Resist" at
a later time.

142 - Character Creation at SOLAR


Resist Healing/Curing *
Prerequisite(s): Dark Knights or Necromancers
The Resist Healing skill allows a character to resist any Healing or Curing spell, as many times
per day as he has purchased the skill. This includes all healing based spells, but does not
include the Life (E,9) or Revive (H,9) spells.
This skill can be purchased once when the necromancer learns his first 6th level necromantic
spell slot, again when he learns his first 9th level necromantic spell slot, and finally when he
achieved a 4 column of necromantic spells. It can be purchased a maximum of 3 times.
Dark Knights may purchase one at 5th level, 10th and 15th level.
If a player with this skill is hit with one of the aforementioned spells, he should say "Resist" if
he wishes to resist the spell.

Resist Necromancy/Chaos *
Prerequisite(s): Knight or Healer
The Resist Necromancy skill allows the character to resist any Necromantic or Chaos spell, as
many times per day as he has purchased the skill. This includes all Necromantic based spells,
but does not include Death (E,9), or Imbue Death (N,9) spells.
This skill can be purchased once when the healer learns his first 6th level healer spell slot, again
when he learns his first 9th level healer spell slot, and finally when he achieved a 4 column of
healer spells. It can be purchased a maximum of 3 times.
Knights may purchase one at 5th level, 10th and 15th level.
If a player with this skill is hit with one of the aforementioned spells, he should say "Resist" if
he wishes to resist the spell.

Resist Sleep*
Prerequisite(s): All Elven Races, All Faeries
The Resist Sleep skill allows a character to resist any sleep spell, potion, or poison as many
times per day as he has purchased the skill. This includes the Celestial spell Trance (C,5).
If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he
wishes to resist the spell, gas, or poison. He can also pretend to be asleep and say "Resist" at a
later time.

Resist Toxin*
Prerequisite(s): Dark Dwarf, Sea Elf, or Gnome
The Resist Toxin skill allows a character to resist any toxin-based attack as many times per day
as he has purchased the skill.
If a player with this skill is hit with a gas or has ingested a poison, he should say "Resist" if he
wishes to resist the gas or poison. One can also pretend to be affected by the gas or poison
and say "Resist" at a later time.

Character Creation at SOLAR - 143


Character Development
at S O L A R
GAINING NEW SKILLS
EXPERIENCE POINTS
In SOLA R , Experience Points (EPs — pronounced as "eeps") equate with money (one silver
piece equals one Experience Point).
EPs may be obtained by a few different methods:
Monsters carry money with them to give to players after the player kills them. The amount of
money found on an individual monster is based on its abilities and Hit Points. The more
powerful the monster, the more EPs it will be carrying.
Trading services and goods to other players, such as casting healing or selling scrolls, can earn
you money, which you may use as experience.
Completing a module, either through the Adventurers' Guild or by stumbling upon one, will
earn you EPs. In SOLA R , a module is an adventure run for a small group of people, whose
theme and difficulty is based on the characters in the group. The experience earned on a
module will usually be given to you in the form of an EP Chit, which is a tag with the number
of EPs and the authorizing symbols or signatures for that event. These chits are out-of-game
and cannot be stolen.
Thieving (or "re-appropriation" if you prefer) can earn you coin or items that can be sold for
profit. A good thief can pick someone's pocket or relieve someone of a pouch or weapon.
Killing another player character is another source of experience. The experience gained by
killing a PC is equal to the level of the PC. Thus if a player kills a 10th level character that
player will receive 10 EPs. The attacker must turn in the Life Ticket of the slain character to
gain those EPs. This ticket is considered Out-of-play and cannot, therefore, be stolen or seen.
However, if the slain character is searched, there is the possibility of gaining more EPs by way
of the character's money or possessions.
EPs may be also be awarded for extraordinary role-playing, so don't miss those role-playing
moments.

GOBLIN POINTS
Goblin Points is a term for “work points” and are given to players who help out the game by
volunteering their time for SOLA R . Goblin Points may be converted to Build Points (max 3
build a month per player), buying extra lives for a character, the purchase of potions, or
scrolls, etc.
A character may spend up to a maximum of 90 goblin points per month converting build for
another player.
You can earn goblin points in a number of ways, some examples are: Monstering, Helping out
in the tavern preparing meals for the weekend, helping SOLA R staff with the logistics tables
for check-in and spell reset, monstering (which is always fun), helping SOLA R staff clean the
site after the event is over, turning in spell packs (which are always needed), donating
approved props or costuming to the plot committee.

BUILD POINTS
Build Points (BPs) are used to buy skills for a character and to determine a character's level.
All characters start at level 3.0 with 30 Build Points (BPs). More BPs may be obtained by
turning in Experience Points (EPs). The amount of EPs required for one BP is determined by a
character's level. At third level, 7 EPs are required for 1 BP, while at tenth level, 56 EPs are
required for 1 BP.
A character's level also determines the maximum amount of BPs a player may spend on that
character each month. The Build Cap is the maximum number of BPs that may be converted

Character Development at SOLAR - 145


from EPs per month. A third level character may convert up to 9 BPs a month whereas a
tenth level character can only convert up to 4 BPs per month.
The chart following the Build Blanket description lists, by level, the amount of BPs, required
for each level, the EP to BP conversion, and the BP Cap.

BUILD BLANKET
If a player does not turn in any Experience Points for his character at an event, the player may
still receive Build Points from his Build Blanket (see build/level chart below for blanket
amount, it varies per level).

Build Experience Points Build Build


Level
Earned Needed per Build Cap Blanket

3 30-39 7 9 8
4 40-49 11 8 7
5 50-59 16 8 7
6 60-69 22 7 6
7 70-79 29 6 5
8 80-89 37 6 5
9 90-99 46 5 4
10 100-109 56 4 3
11 110-119 67 4 3
12 120-129 79 3 2
13 130-139 92 3 2
14 140-149 106 3 2
15 150-159 121 3 2
16 160-169 137 3 2
17 170-179 154 3 2
18 180-189 172 3 2
19 190-199 191 3 2
20 200-209 211 3 2
21 210-219 232 3 2
22 220-229 254 3 2
23 230-239 277 3 2
24 240-249 301 3 2
25 250-259 326 3 2

In order to obtain his Build Blanket, a player must turn in the following at the end of the
event:
Paid Ticket - shows that the player has paid for the event
Signed Monster Chit - each player is required to monster for at least two hours during the
event, or working 4 hours in the tavern or logistics. Once a player has worked his required
hours, the appropriate marshal will sign the player's Work Chit
Life Ticket or Resurrection Tag - shows that player still has his life.
By turning in these items without any EPs, a player will receive his build blanket provided he
plays for at least half of the event. If a player only gets enough EPs to match his build blanket,
then it is better for that player to hold on to the money and take his Build Blanket.

146 – Character Development at SOLAR


CHARACTER HISTORY
Once a player has decided the physical appearance and personality of the character, it is time
to create a past. A player might wish to play his character a few events before actually writing
down the character's history. Still, one should have a relatively good idea of the character. For
instance, the character should have a reason for coming to town and an idea of the types of
people with whom he is looking to associate. Below is a list of a few basic questions that will
allow a player to begin a character history. This is by no means an exhaustive list.

When was the character born?


Where was he born
Who were his parents?
Does he have any siblings?
Was he raised by his natural parents?
Where was he raised?
What cultural background does he have?
Was he a member of any groups?
Who are his friends?
Who are his enemies?
How much does the character actually know about his history?

Once the character history is formed in a player's head, it should be written down and turned
in to Plot. Plot may decide to change things for game balance. Also, the more loose ends a
player leaves in his history, the better chance that player will have of Plot picking up on one or
two of them.
A few other words of advice on getting Plot interested in your character: First, remember, if
they have a hard time reading your history, they probably won't. Try typing it in an easily
legible typeface. Second, don't go on and on; make some facts and points and then leave it.
The facts might be important to you and help flesh out a character, but a twenty-page history
is likely to be left unopened.
Finally, don't hope to give yourself all sorts of powers and to be the unknown bastard child of
some royalty or particularly evil creature. Stuff like this is very tedious and common, and
we've seen it plenty of times before. Try to truly be unique. A well thought out Human can
be infinitely better than a stereotyped Drae.

Character Development at SOLAR - 147


EQUIPPING YOUR CHARACTER
WEARING ARMOR
Armor Regions
For purposes of armor rating, the body is broken into 12 locations:
• Head
• Neck
• Torso (assumes coverage on front and back)
• Right Upper Arm (including shoulder)
• Right Lower Arm (including hands)
• Left Upper Arm (including shoulder)
• Left Lower Arm (including hands)
• Right Upper Leg
• Right Lower Leg
• Left Upper Leg
• Left Lower Leg
• Joint Articulation (Elbows and Knees)

ARMOR RATINGS FOR TORSO REGION ARMOR RATINGS FOR HEAD REGION
MATERIAL POINTS MATERIAL POINTS
Padded Armor, Gambeson, Fake Leather 6 Leather Helm/Coif 2
Soft Leather 10 Regular Chain Coif 6
Studded Soft Leather 12 Small Chain Coif 7
Boiled/Hardened Leather 18 Micro Mail Coif 8
Studded Hard Leather 20 Half Helm Plate 6
Ring Mail 18 Full Helm Plate 10
Regular Chain 24
Small Chain 28 ARMOR RATINGS FOR NECK AND LIMBS
Micro Mail 32 MATERIAL POINTS
Non-Metal Breast Plate 20 Soft Leather 1
Non-Metal Brigandine 18 Studded Leather, Hard Leather 2
Light Metal Brigandine w/ Cloth 24 Chain Mail, Non-metal Plate 3
Light Metal Brigandine w/ Leather 26 Plate 4
Med. Metal Brigandine w/ Cloth 28
Med. Metal Brigandine w/ Leather 30 OTHER ARMOR RATINGS
Heavy Metal Brigandine w/ Cloth 32 CONDITION POINTS
Heavy Metal Brigandine w/ Leather 34 Costume Only 5
Light Metal Breast Plate or Scale 28 Articulated Joint (Elbow or Knee) 1
Medium Metal Breast Plate or Scale 32 Master Crafted Armor (Each Piece) +10%
Heavy Metal Breast Plate or Scale 45 Torso Covered on One Side Only (Each Piece) -50%

Layering Armor
Only fighter classes may layer armor. Any fighter may wear a maximum of 2 layers of armor
on the torso and head. Each layer must qualify and be worn as a separate suit of armor. The
strongest layer receives full armor points, and the armor points of the second strongest layer
are halved. If there are multiple layers on the neck or limbs only the strongest layer will be
counted.

Joint Articulation
Joint Articulation must be made of a rigid material. One point of armor is granted for each
articulated joint to a maximum of 4 points total. To count, joint articulation must be attached
to the armor on either side.

148 – Character Development at SOLAR


Fake Armor Material
Fake leather is authorized, but is considered the same rating as padded armor. Plastic plates,
PVC, or any other similar material cannot be used to simulate metal plate mail, but can be
used to simulate bone, wood, or any suitable material. Any armor fashioned with these type
plates will be rated as non-metal plate.

Armor Maximums
The Maximum
Maximum Armor Points that can be accumulated using the system above is 140.
140

MAKING YOUR OWN WEAPONS


As stated elsewhere, safety is the foremost concern of SOLA R . Because of this, weapons must
be constructed to the exact specifications presented below. But even if a weapon is properly
constructed, the possibility still exists of causing injury if the weapon is not used correctly.
Weapon construction is a skill all in itself, and it is likely that a player's first few attempts at
constructing weapons will not pass the safety inspection. For this reason, SOLA R has weapons
that are available for new players' use.

Materials List
• ½" or 3/4" PVC pipe (400 psi/schedule 40 for lengths over 44 inches)
• 5/8" thick pipe foam (the wall of the foam MUST be 5/8" thick)
• Open cell foam rubber.
• Duct or Gaff tape
• PVC pipe-cutter or hack saw
• Knife, razor blade or scissors to cut foam
• Electrical tape for the cross piece, grip and pommel (Optional)
All of these materials can be purchased at most hardware stores. The most difficult to find
might be the pipe foam. Due to the climate in the Southeast, most places only carry pipe foam
with a 3/8" thick wall. Players should check with other players to find out where to get the
proper pipe foam.

Weapon Safety Requirements


Many different types of weapons can be made to simulate medieval weapons and SOLAR
encourages players to experiment, provided the weapons adhere to the basic safety rules. A
player should not be put-off by an experimentation that did not pass inspection.
All thrusting tips must have two (2) to three (3) inches of open-cell foam padding. Any less,
and someone might get stabbed by the PVC; any more, and it is likely to break off during
combat.
Any portion of a weapon that may come in contact with another player must be padded with
pipe foam. This includes the blade area of a weapon (i.e., sword, dagger, etc.), as well as a
good portion of the shaft of a pole arm.
All weapons must be fairly rigid so they do not whip when swung quickly. This is especially
important with pole arms. When making pole arms, thicker PVC pipe should be used. The
thickness of the PVC is denoted by the amount of pressure it can hold (P.S.I.) or by the
"Schedule" of PVC. The higher the number, either P.S.I. or Schedule, the thicker the PVC.
All foam on a weapon must have some give when it makes contact. If not, the weapon will hit
too hard. Some common mistakes that lead to this are:
• Using foam with a smaller diameter than the pipe. If the foam diameter is too
small, it can be split and a smaller piece of foam can be padded to make it fit.

Character Development at SOLAR - 149


• Taping the foam too tightly or spiral taping the foam. All weapons should be
taped lengthwise. This decreases the chance of compacting the foam and uses
the least amount of tape.
All pipe foam should slide easily over the pipe, yet fit snuggly enough to keep the weapon
from rattling if shaken.
In combat, it is possible for any part of the weapon, including the pommel and cross guard, to
strike an opponent, so all ends and tips must be padded and taped. It is permissible to use
electrical tape on the areas that will not normally contact someone.

Weapons Guidelines
The chart below lists all the pertinent dimensions for each weapon in inches. The blade length
of a weapon is measured from the top of the crosspiece to the end of the thrusting tip. Players
should remember to keep the length of the thrusting tip in mind when cutting the PVC for a
weapon.
Blade Length Overall Length
Weapon Min Max Min Max Damage
Dagger 8 17 12 24 1

Thrown Weapon 12 18 - - 1

Shortsword 18 24 26 32 2

Longsword 25 36 34 44 2

Hammer, Mace 18 * 26 44 2

Axe 12 18 26 44 2

Staff - - 60 72 2

Javelin - - 36 36 2

Spear 8 8 48 66 2

Polearm 18 24 60 72 4

Two Handed Sword 40 48 50 62 5

Two Handed Blunt 18 * 48 62 5

Bow/Crossbow - - - - 6

*See Notes below

Specific Weapon Notes


Bows and crossbows may not have more than a 15 pound pull and the arrows/bolts must be
made entirely of foam. For safety reasons, bows must be padded. If a bow is used to block
attacks or is struck for damage, it is rendered useless until repaired. This includes magical or
indestructible bows. Bows, not arrows, are enchanted with damage auras and/or spellstrikes.
Flails, Morning Stars or any other weapon that has multiple parts attached by chains, rope,
wire, etc. are not allowed.
Javelins are made of three (3) feet of pipe foam and no pipe. Weights may be placed in the
end. A thrusting tip is required.
Polearms must be made with 3/4" PVC and may be reinforced by placing a ½' piece of PVC
inside to prevent whipping. They must be padded at least 20 inches below the head, which
must itself be at least 18 inches long and increased in thickness with open cell foam.
Spears must be made with 3/4" PVC. They are one-handed thrusting weapons only and may
not be thrown. The unpadded handgrip area may not start more than a foot from the butt of
the weapon and must be between 12 and 18 inches long. A player who is hit with any part of
the weapon other than the eight (8) inch head takes no damage. The spear is only allowable as
a solitary weapon and may not be used with any other weapon combination, nor with a shield.

150 – Character Development at SOLAR


Staves must be made with 3/4" PVC and wielded with both hands in the middle three (3)
feet. Foam padding is used on all areas except the middle section for the hands. The ends
must also have padded thrusting tips at each end. Sweeping swings are not allowed. Staves can
be used as a blocking weapon with the use of one hand only, but as mentioned above any
attack done with a staff must be done with both hands.
Weapons, Arrows and Crossbowbolts may only be made completely out of pipe and
Thrown Weapons,
open cell foam, no PVC. Thrown weapons may be of any shape and size, but the longest
dimension cannot exceed 18 inches; the minimum length is eight (8) inches. Thrown rocks
must have at least a four (4) inch diameter.
Two Handed Swords must be wielded with both hands at all times, even while blocking.
Players are encouraged to be creative with their weapon designs. Any weapon not mentioned
above must be approved by game officials, and the required skill learned before it comes into
play. Think ‘safety first.'

Weapon Coloring and Decoration


Weapons may be decorated in a number of ways, but there are certain colorings that denote
special kinds of weapons made from specific materials. All weapons must conform to the
following color restrictions:
Weapon Color
Standard Gray
Steel Gray
Wood Brown
Gold Gold
Silver Silver or gray
Mithral White
Poison Green
Flame Red Approved Magic items ONLY
Cold Blue Approved magic items ONLY
Adamantine Black
Monster* purple
* Monster weapons do not have to be purple, but all purple weapons are monster weapons.
Monster weapons are not usable by players' characters.
Note that unless purchased in-game, a character cannot construct a weapon of any type of
material other than the standard, normal, steel or wood. Weapons of these special types must
also have the appropriate tag attached to them.
Specific Weapon Material Notes
Silver: calls "Silver" damage. Can be shattered.
Gold: calls "Gold" damage. Cannot be shattered.
Mithral: calls "Silver" or "Mithral" damage. Cannot be shattered.
Adamantine: calls "Silver" or "Adamantine" damage. Cannot be shattered.
Magic: Players do not have to call "Magic" damage with a magic sword if they do not wish to
unless otherwise instructed by Plot.

Character Development at SOLAR - 151


Making a Sword
Having presented all of the rules for constructing weapons, it is time for an example. The
example will be of the most popular weapon in SOLA R — the Longsword. This Longsword
will be constructed to maximum length with a maximum length blade.
As noted above, the maximum length of a Longsword is 44". To allow for the 3-inch
thrusting tip, the PVC is cut to a length of 41". Once cut, each end of the PVC is taped
closed with Duct Tape to reduce wear on the foam.
The pipe foam is cut next. The maximum blade length for a Longsword is 36". The foam is
cut to a length of 34". The foam is then slid over the PVC leaving an overhang of one inch at
the top of the blade. This one-inch hole is filled in with scrap open cell foam, packed semi-
tightly.
A 2-inch square piece of open cell foam is then cut for the thrusting tip.
The Duct Tape is unrolled about 40" and laid sticky-side up on a table. Once done, the sword
is placed on the tape allowing 1-1 ½" to overhang at the bottom of the blade. After the
sword has been properly placed on the tape, the 2-inch square foam tip is gently pressed
against the top of the sword blade and then against the tape. The tape is then unrolled about
another 40" and laid on the top of the sword. The tape is cut to allow 1-1 ½" to overhang
the bottom of the sword. The tape is then pressed gently against the pipe foam without
causing wrinkles in the tape. The two overhangs are pressed against the PVC to hold the pipe
foam in place.
The process of unrolling the tape, placing the sword, unrolling more tape, and placing it on
the sword is repeated for the other open sides. At this point the sword blade should be
complete and no pipe foam should be visible.
The crosspiece is added next. It is made with pipe foam. Once the size of the crosspiece is
chosen, the pipe foam should be compacted to remove the hole along its length. Duct Tape is
used to hold the ends closed once it has been compacted. A hole is then cut in the middle to
allow it to slide onto the bottom of the sword.
Once on the sword, the crosspiece is taped with electrical tape to hold it to the bottom of the
blade as well as to the PVC. When it is completed, no pipe foam is visible.
After the crosspiece comes the pommel. Since this weapon is not used for waylaying, it does
not need a thrusting tip on the pommel. A 2-inch piece of pipe foam is placed on the bottom
of the sword allowing 1 inch to hang over the bottom of the sword. The 1-inch hole on the
bottom is filled in with open cell foam in the same manner as the hole on the top.
Electrical tape is then used to secure the pipe foam pommel to the PVC. Once secure, the
electrical tape is wrapped around the handgrip to cover the PVC.
That's it, the sword is now ready to fight. This process may take some practice before it is
perfected.

MAKING YOUR OWN SHIELD


Shield Guidelines
Since SOLA R is trying to approximate real combat without anyone getting hurt, many
restrictions must be applied to weapons and shields alike in order to keep the game balanced,
yet safe. Following are the restrictions on shields:
• You must have the Shield skill to use a shield.
• Shields may not be used as offensive weapons, no shield bashing. Shields are for
defense only.
• Shields may not be used with two-handed weapons. And the longest weapon you can
use while wielding a shield is 44 inches (max length one handed weapon.)
• Shields do not protect the owner from any type of trap, save a mechanical one that
delivers its damage via a weapon (i.e. darts, daggers, etc.).

152 – Character Development at SOLAR


• The longest dimension of a shield may not exceed the distance from the wielder’s
armpit to finger tip.
• Shields may be made of almost any material including aluminum, plastic, wood, etc.
The perimeter of any shield must be covered with pipe foam. Any bolts used in the
shield must have the flat side on the front of the shield and the nut on the back.

Materials List
• Shield material (plywood, plastic, aluminum, etc.)
• 5/8" thick pipe foam (the wall of the foam must be 5/8" thick)
• Shoe laces
• Pull, handle (should be comfortable)
• Leather strap
• Duct or Gaff Tape
• Paint
• Knife, razor blade or scissors to cut foam
• Optional:
• Colored Cloth
• Sand Paper

Constructing the Shield


The first step in designing a shield is the design of its shape adhering to the dimensional
restrictions above. Once designed, the shield should be cut out of the shield material. Once
cut, the edges may be sanded for safety.
Duct tape is placed all the way around the perimeter of the shield to reduce wear and tear on
the pipe foam.
Next, the perimeter of the shield is measured and enough pieces of the pipe foam are taped
together to allow it to be placed all the way around the shield with a little extra. After
attaching the pieces, they are placed on the shield with notches cut in it at the corners. Once
complete, the extra is cut off and the two ends are lightly taped together (the foam will be
remove shortly). The pipe foam is then pressed against the edge and marks are made every 2
to 3 inches, just below the pipe foam. After all the marks have been made, the foam is
removed and a hole is drilled at each mark.
Next, two 1-inch square pieces of plywood are cut. Once the location of the pull has been
decided, the two pieces of plywood are glued onto the shield to raise the pull off of the shield,
allowing for more room for the hand. Holes are drilled through the pieces of plywood and
through the shield. These holes are used to hold the handle in place.
Knowing the location of the pull, the arm is laid down on the shield until the elbow rests
against it. The leather strap is located comfortably on the arm, and the holes are marked for
the bolts, which will hold the strap in place.
Once all of the holes have been drilled, the shield is painted the desired color.
After the paint dries, the pipe foam is once again placed around the perimeter of the shield
and taped lengthwise all the way around for better endurance (do not tape it to the shield).
If cloth has been chosen to wrap the pipe foam, it is placed around the foam now. The cloth is
cut the length of the perimeter. Once cut, it is placed over the pipe foam with the sides
pressed up under the foam.
The shoelaces are then tied around the foam and through the holes, which were drilled around
the perimeter to hold the foam in place. Any knots that must be tied in the shoelaces should
be tied in the back so they are not noticed. Glue is then placed on the knots to reinforce
them.
The pull and leather strap are then bolted to the shield.
Finally, the design or coat of arms is painted on the front of the shield.

Character Development at SOLAR - 153


GETTING INVOLVED
The world wide web
Our internet address is [Link]
Our web page is a convenience for SOLA R players and a fun way to stay involved with other
characters between events, and communicate with various SOLA R staff members. It's also the
site for the most up-to-date information on events, rules, and even happenings around the vast
SOLA R in-play world.
Our web page has several message sub-boards including one devoted to your questions about
the mechanics of the game along with announcements of any changes. It's also where SOLAR
people tend to put their spin on the latest in entertainment and their own get-togethers, and a
great way to stay in touch with the kind people you met from all over the Southeast. We can
even provide you with e-mail address if needed.
Another favorite spot on our web page is the Nine-Winds Tavern. This sub-board is
considered In-play and there is always something going on there. The Tavern has several
portals that serve as gates to each of the baronies and other spots around the Sutherlands.
Anyone can enter, sit down, and talk with others in the tavern.
Luckily for many, there is some mystical force at work there. Spells have no effect, and one
cannot physically harm or damage any other character there, unless, of course, one of the plot
members decides to get involved. This is particularly convenient considering the amount of
verbal taunting that goes on in the Tavern. But be forewarned: many a character has shown up
to the next event the prey of a blood hunt due to his Tavern behavior.

"Playing" Between Events


Since this is really a hobby, you can find some stuff to do between events. For example,
working on costumes and phys-reps is one of the most popular pastimes of SOLA R players.
Because of all that goes on in the many baronies, some characters find themselves involved in
events that cannot be resolved in three-day weekends. Between events there can be some role-
playing, deal making and scheming that goes on among the characters. The Internet is one
good way to do this considering private messages between characters can be sent discretely
through e-mail.
For others, though, there is still a desire to handle a little role-playing off the Infobahn. You
are welcome to work with those within your group. However, we will not be able to run
adventures for you between events. Anything you do which might gain you experience points
or power will not count (unless, of course, some of your schemes for power among characters
are able to work their way in your favor during an event.).
Still, you are welcome to "practice" for SOLA R . Sometimes getting together with a few
friends, including some of those from your group, can be very beneficial. You can work on
your fighting skills and group fighting tactics, along with spell casting schemes. It is also a way
to get new people interested in the game. We always encourage recruitment of quality new
players. Remember when you bring a new player to SOLA R you will receive a goblin point
reward, and at some campaigns, their admission cost can be waved. Can you say FREE event?

Getting Truly SO LA R Active


Just showing up to SOLA R and waiting around the tavern is never really enough to get all you
can from a weekend. The best way to get something out of it all is to start getting involved.
You won't be able to immediately become a great and powerful noble, but you'll never even
get there if all you do is hide out and wait to pick up the silver from fallen creatures others
have killed. Here are a few suggestions:
Don't worry about the life of your character so much - sure a character can die, but you can
create another character. If you hide out in safety all the time, your character will live on, but
you won't have much of a story since you've never gotten into the action. Without combat

154 – Character Development at SOLAR


and political experience, opportunities to really role-play will keep passing you by. Also, a
character that always hides can never rise to any prominence in Sutherland society.
Join a group - it doesn't have to be a barony, though there are some distinct advantages to
playing those political games. Get together with a group and have a reason for all your
characters to be together, not just because you showed up in the same car. Now, with a
purpose, you can start working your way into the greater levels of all that goes on during a
SOLA R event. If you want to swear allegiance to a noble, so much the better. Remember,
there is a price to pay for that protection at times, and if you practice deceits, well, you'll
figure something out. At least you'll really be playing. Getting into and out of problems is
essentially what adventure is all about.
Don't try to be involved with everything. If you do get with a group, at some point a string of
a plot might fall right in your lap. Grab on to it and see where it takes you. Too many times
people seem to hang around the tavern because they want to be involved in "anything big." It
doesn’t work that way. Go out, get involved, and talk to people!
Well, all those big things have to start somewhere. If you devote some time to one of these
seemingly small things, you could find yourself embroiled in a situation that will determine the
fate of a barony or even all the Sutherlands.
Try to help out with the mechanics of the game - since SOLA R is run by volunteers, we
ALWAYS need and appreciate help. Most of the people who end up on Plot or end up in the
greater political scene are there because they help out behind the scenes. This isn't really
nepotism, it just always seems to work that way. Why? The people who help out learn about
the game and tend to really want to make the most of their weekends when they see how
much work goes into it. In the end, they gain more experience by being involved in many
aspects, and this, in turn, helps them gain positions of responsibility out-of-game. We always
like hard workers.
Stay In-play! (this is the second most important rule in the book) - it might seem a little
obvious, but very few actually carry it off. LIVE the life of your character, don't treat it like a
chess piece to be moved around only when it's advantageous. Sure, there are more risks to
your character's life if you're also eating and sleeping In-play, among other things, but it
changes the game from something to do while you're in the woods into something epic. You'll
be a better role-player for it and you'll probably be one of those who seem to come away
from the weekend weakened, yet glowing.

Attention Parents and Legal Guardians:


Together we can use SOLA R as an incentive to help our younger players maintain good
grades, behavior, and even excel during their high school career. To do so, I will honor the
following policy for any parents that are willing to work with me: If you are a high school aged
player wishing to attend any SOLA R event, you must be enrolled in school or enrolled in a
GED program. Furthermore, you must show proof that you maintain a minimum 2.0 (C)
grade point average or show significant improvement from your last report.

Anyone who maintains a 3.5 (A) or higher grade point average will be rewarded for their
hard work. Examples include: In play money, build points, goblin points, potions, scrolls etc.

If you are a younger player reading this, take a moment to consider letting me and your
parents work together to help you succeed. It is important that SOLA R become a part of your
successes in life.

Thank You,

Scott Neeley
President, SOLAR Inc.

Character Development at SOLAR - 155

You might also like