Rules

Enchanted Realms Rulebook

 Contents
 Introduction
 Character Creation
     Stats
     Skills
 Races
     Arachnicians
     Dwarves
     Elves
     Gryf
     Humans
     Merfolk
     Orcs
     Saurians
 Understanding Skills
     Skills Training
     Stat Training
     Advancement
 Skills Applied: Combat
     Defense
     Bulk
 Mechanics of Combat
     Initiative
     Terrain
     Encumbrance
 Unskilled Fighting
 Fighting At Distance
 Economy
     Equipment
     Supplies
 Combat Skills
     Trained Fighting
     Standard Combat
     Avoidance Skills
     Style Combat
     Mastery
     Augmentations
 Skills
 Sorcery
     Augmentations
     Axioms
     White Sorcery
     Violet Sorcery
     Blue Sorcery
     Green Sorcery
     Yellow Sorcery
     Orange Sorcery
     Red Sorcery
     Black Sorcery
 Sensations
     Perception
     Normal Vision
     Darkvision
     Spirit Sight
     Hearing
     Olfactory
 Divine Abilities
     Doctrinal Skills
     Abilities
     Rituals
 Religion
     Bilnula
     Ellarien
     Gods of the New Moons
     Kaihnis
     Mehenganou
     Trumeix
     Urudon
     Xocathan
 Other Rules
     Asphyxiation
     Character Development
     Feat of Strength
     Karma
     Language
     Pain
     Poison and Disease
     Recovery
     Riding
     Slitting Throats
     Stat Difficulty Check
     Tracking
     Work Projects
Divine Abilities

The primary skill needed for the priesthood is theology. This is doctrinal knowledge about the universe, the planes of existence, morality, spirits and godly power. In addition to the general understanding of the workings of the realms, a priest can be granted abilities by his or her deity.

After acquiring theology and when being accepted into the church, the member gains “Priest Points” equal to the character’s spirit stat. Any ability granted by the deity can be enacted at any time, so long as the theology skill is high enough and the priest has enough points to activate the effect. Each ability has a difficulty score. Unlike sorcery, the ability cannot be used until the base skill, theology, has reached that value. However, when obtaining that bestowed gift, it can be instantly enacted at any time. The rule of one action per combat round is still applied.

Additionally, each divine ability has a cost. Those with a difficulty of 10 will cost 2 points; those with a difficulty of 30 cost 8 points. Other values are spread throughout the theology skill range. When using a power, the cost is subtracted from the character’s “Priest Points.” Recovery of these points are at a rate of 1 point every two hours.

Doctrinal Skills

Reserved

Abilities

Reserved

Rituals

Reserved