Table 5.0 Spell Selection Points Required to Learn Spells
Table 5.1 Determining Spell Selection Points
Characters that are capable of casting spell starting at higher skill levels will not begin to accumulate spell selection points until they reach the necessary level required to cast spells. Example: Crusaders can not caste priest spells until they reach level 7. Once they reach level 7 they will begin to accumulate spell selection points as shown below.
Crusader Example: For each skill level over the 6th Skill Level they receive 2 points plus 1 point for each point of Judgment over 15 plus 1 point for each skill level over the 7th.
Example: A Skill Level 10 Crusader with a Judgment of 16 will have:
7th: 2 + 1
8th: 2 + 1 + 1
9th: 2 + 1 + 2
10th: 2 + 1 + 3
Total = 8 + 4 + 6 = 18 Spell Selection Points
Priest Castes: Receive 3 points plus 1 point for each point of Judgment over 15 plus 1 point for each skill level past the 1st.
Example: A Skill Level 4 Priest with a Judgment of 17 will have:
1st: 3 + 2
2nd: 3 + 2 + 1
3rd: 3 + 2 + 2
4th: 3 + 2 + 3
Total = 12 + 8 + 6 = 26 Spell Selection Points
Sorcerer/Enchanter Castes: Receive 3 points plus 1 point for each point of Knowledge over 15 plus 1 point for each skill level past the 1st.
Example: A Skill Level 4 Sorcerer or Enchanter with a Knowledge of 16 will have:
1st: 3 + 1
2nd: 3 + 1 + 1
3rd: 3 + 1 + 2
4th: 3 + 1 + 3
Total = 12 + 4 + 6 = 22 Spell Selection Points
*Each caste begins to gain a strength bonus at a specific brawn value for that caste and has a maximum bonus they can attain. In general, the more Warrior-like the cast is, the earlier they will get a strength bonus and the higher that bonus can go. Non warrior castes such as Warlocks may get only a limited bonus for strength.
Table 8.0 Attacks Per Round By Caste
(Still subject to caste limitations)
These castes gain 1/2 attack per round at the specified levels. Maximum attacks are limited by race and caste so if your race has a maximum attacks of 4 they can never have more than 4 attacks per round. Excess 1/2 attacks are carried over to the next round where they become a full attack every other round.
The maximum attacks per round may be higher than is actualy gained by any particular caste as they may gain extra attacks per level due to their race.
Table 9.0 Weapon Damage Table
Note: This is just a brief list of some of the more common non magical weapons. Realmz sports litteraly 100's of special and magical weapons. Many will do special damage such as heat or cold damage in addition to normal damage.
Table 10.0 Turning Probability
Actually, this is more of a formula than a table. This applies to any creature that is classified as Undead, Demon, Daemon or Devil. This can only be done by castes such as Crusader, Priest or Cardinals. Though not of a priestly nature, warlocks also gain the ability to turn undead at higher levels. If a characters ability to turn is less than 1% then they will not be presented with the option to TURN during combat.
Also, Pixies and Vampires will have a small chance to turn very low level undead. This ability will not grow as they advance in levels.
Chance = Characters Base Chance -5% X Monster Toughness.
This chance applies to each and every creature involved in the battle. If the character is successful, the creature will be destroyed. If the character does a particularly good job at turning, the creature will not be destroyed, but actually TURNED. This means the creature will change allegiance, and will now fight on behalf of the Priest or Crusader, instead of against them.