Crystallize IISecond Circle Ice Spell COST: 3SpeedAverageRangeResistGritDuration3 m 3 roundsEncase one individual in ice. Removetheir indicator from the combat clock.That target may not act or be acted against,and is placed in a perfect suspension wherethey cannot receive damage, or be targetedby any other magics or effects. They arereturned to the combat clock immediatelyafter they are freed.Fire CounterSecond Circle Ice Spell COST: 2SpeedVery FastRangeResistSpell PowerDuration20 m -This spell may be cast as a free actionin response to any first or second circlePyromancy spell. If this spell’s power is higher,the fire spell is countered. If cast against anongoing spell, that spell’s duration is ended.FrostSecond Circle Ice Spell COST: 3SpeedResistAverage -RangeDuration5 m -All surfaces within range are coveredwith a thin layer of ice. An individualtrying to move within suffers a-2 movement penalty. They mayignore this by making an Acrobaticscheck against the strength of this effect.If they fail this check, they fall prone andtheir move ends. If any water is withinthis area, it will freeze instantly, down to1 meter in depth. Any individual insidethat water is immediately pushed below oroutside the area of effect.“Allow me to break the ice.”Glacier Fist IISecond Circle Ice Spell COST: 3SpeedVery SlowRangeResistDodgeDuration10 m -Summons a mass of water or icethat encases one of the caster’s limbs,creating a massive limb of water. This limbmay be stretched to reach and manipulateunattended objects within 10 meters, as wellas to make an attack, using the spell’s power,but dealing 4d8 damage.Ice Craft IISecond Circle Ice Spell COST: 3SpeedResistVery Slow -RangeDuration10 m -This spell can be used to craft simpleobjects out of ice, up to approximately1 cubic meter, without moving parts,but including complex decoration orintricate formations. Objects such asweapons or shields can be created, as wellas statues, structural support, etc. As longas these are touched by the caster they maintaingreat strength, but if they are unattended,they become brittle, able to be destroyed by aheavy object or fire magics.Ice Strike IISecond Circle Ice Spell COST: 3SpeedVery FastRangeResistGritDuration3 m 1 roundCharges a Melee, Shot or Thrown weaponwith cold energy. When that weaponstrikes, it does an additional 4d6 icedamage. When it hits, the target mustmake a Grit check against the power ofthis effect or suffer 2d4 initiative damage.Ice Wall IISecond Circle Ice Spell COST: 3SpeedResistAverage -RangeDuration7 m -Creates 10 thick sheets of ice, 2 metershigh, filling five adjacent, unoccupiedlocations within range. These walls can beshattered by dealing them damage with aheavy object or fire effect.“5 Ice Walls are an impediment. 10 are acrystal fortress.”Iceplate ArmorSecond Circle Ice Spell COST: 3SpeedResistVery Slow -RangeDuration3 m 6 roundsCreates a set of shimmering blue armoraround the target. Although it does not harmthe wearer, this armor is extremely cold,dealing 2d6 ice damage to any individual whotouches the wearer. This armor reduces ice andfire damage by 10.Snowball IISecond Circle Ice Spell COST: 3SpeedSlowRangeResistDodgeDuration15 m -Hurls up to 5 snowballs, each hitting anytarget within range. Each does 1d6 damageand 1 initiative damage.Storm Field IISecond Circle Ice Spell COST: 3SpeedResistAverage -RangeDuration10 m 3 roundsFills the area with heavy snowfall, obscuringall sight farther than 2 meters. All Icemagics in this area receive a +2 tech bonus.All fire effects incur a -2 tech penalty.133
AvalancheThird Circle Ice Spell COST: 4SpeedVery SlowRangeResistGritDuration20 m -An avalanche pours from the caster in aline 5 meters wide and 20 meters long.Any caught in this area are dealt 6d8 damageand are buried in snow. They may take noactions and can’t be targeted until they digthemselves out, as a very slow action.“What do you call an incoming avalanche?An ava-”Blue SealThird Circle Ice Spell COST: 4SpeedResistVery Slow -RangeDuration- 6 roundsThe caster is granted complete immunityto Ice and Fire damage and effects.Chill Ray IIIThird Circle Ice Spell COST: 4SpeedSlowRangeResistDodgeDuration20 m -Fires a ray of extremely cold energy in astraight line, striking at a single target,dealing 6d8 ice damage.“Chilled to perfection.”Glacier ShardThird Circle Ice Spell COST: 4SpeedVery SlowRangeResistDodgeDuration5 m -Fires a massive shard of ice at a singletarget, dealing 6d10 damage.“STAB.”Crystallizing WaveThird Circle Ice Spell COST: 4SpeedSlowRangeResistGritDuration5 m 1 roundFreeze all individuals within range,encasing them in ice. Remove theirindicators from the combat clock.While this effect is in place, they maynot act or be acted against, placed in aperfect suspension where they cannotreceive damage or be targeted by any othermagics or effects. They are returned tothe combat clock immediately after theyare freed.“Now that’s just cold-hearted.”Ice Strike IIIThird Circle Ice Spell COST: 4SpeedSlowRangeResistGritDuration1 m 3 roundsCharges a Melee, Shot, or Thrown weaponwith a frigid energy, coating it in a thicklayer of sharp, fractured ice. When thatweapon strikes, it does an additional3d10 damage, as well as 3d4 initiativedamage, which can be negated with asuccessful Grit check.Ice Wall IIIThird Circle Ice Spell COST: 4SpeedAverageRangeResistDodgeDuration10 m -Creates 20 thick sheets of ice, 2 metershigh, filling unoccupied locations withinrange. These walls can be shattered bydealing them 10 damage. Fire damageagainst the ice wall is doubled.“A fine labyrinth.”Snowball IIIThird Circle Ice Spell COST: 4SpeedSlowRangeResistDodgeDuration15 m -Hurls up to 7 snowballs, each hitting anytarget within range. Each does 1d6 damageand 1 initiative damage.Storm Field IIIThird Circle Ice Spell COST: 4SpeedResistSlow -RangeDuration20 m 6 roundsFills the area with a thick blizzard,blocking sight completely. All Ice magicsin this area receive a +4 tech bonus. All fireeffects incur a -4 tech penalty.“Revenge is a dish best served...Okay, now you’re just stretching.”TsunamiThird Circle Ice Spell COST: 3SpeedVery SlowRangeResistGritDuration10 m -A massive wave of icy water erupts fromthe ground before the caster. This beginsin a horizontal line, direction in front of thecaster and extending two meters in eitherdirection, and moves forward 10 meters.This deals 6d6 damage to all individualsaffected. If this deals damage, all alongthat line are pushed back 2d6 meters.“Tusnami,”“Bless you.”134
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What is The Mayhem Game?Mayhem is a
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Chapter oneGetting StartedAlthough
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Character ConceptStep one: Before a
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Vital StatisticsStep Three: There a
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Assigning SkillsStep Four: Most of
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Races, Talents, Abilities & MagicsS
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Chapter TWOBasic GameplayLaid out b
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STRENGTH SKILLSWhether maneuvering
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Intelligence SKILLSMastery of the m
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AnimalThe Animal skill includes an
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Charisma SKILLSCharisma is more tha
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Section TwoCOMBAT & EQUIPMENT
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Combat ClockThere are many times in
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MovementMovement is critical to man
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For example, a character wielding a
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Ranged AttacksRanged Attacks can be
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Damage, Death & DyingThe human body
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Unless they have some ability which
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Environmental HazardsSometimes it d
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ArmorAn adventurer’s gear can be
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WEAPON CHART CONTINUEDWEAPONS STYLE
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Skill KitsA skill kit contains the
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Chapter FiveRaces, Curses & Talents
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Races & Talents chartName Descripti
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AhrlenThe Ahrlen is a winged creatu
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Leeven“Where am I going? I dunno,
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Ra'SharanRa’Sharan AbilitiesType
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Cucacharan“Humans are pink, wiggl
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FiendFIEND AbilitiesType Inhuman at
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BlightedBLIGHTED Abilities COST: 20
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Aeonic”The Guard has stood in the
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Vanir“Deceit is for worms and dem
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Divine Blade“I don’t pretend to
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Artan“Patience, quiet, and crafts
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Naiad“Oh to play among the weaves
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SephretSephret AbilitiesType Inhuma
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WerewolfThe Werewolf’s natural ap
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ChangelingCHANGELING AbilitiesType
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- Page 99 and 100: Chapter SevenWeapon TechniquesThe c
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- Page 107 and 108: Crossbow TechniquesThe Crossbow kee
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- Page 111 and 112: Scythe TechniquesOriginally a farme
- Page 113 and 114: Spear TechniquesOne of the oldest,
- Page 115 and 116: Heavy Sword TechniquesCombining the
- Page 117 and 118: Light Sword TechniquesThe Light Swo
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- Page 125 and 126: Chapter EIGHTElemental MagicThe Syl
- Page 127 and 128: Other StatisticsSpeed, Range, and D
- Page 129 and 130: ExtinguishHeat FieldPersistent Flar
- Page 131 and 132: Armageddon FlareThird Circle Fire S
- Page 133: Glacier BurstFirst Circle Ice Spell
- Page 137 and 138: CorrodeQuicksandMeteoriteFirst Circ
- Page 139 and 140: Acid Bath IIIThird Circle Earth Spe
- Page 141 and 142: LightningFirst Circle Wind Spell CO
- Page 143 and 144: Cutting Gale IIIThird Circle Wind S
- Page 145 and 146: PoisonFirst Circle Plant Spell COST
- Page 147 and 148: WoodcraftSecond Circle Plant Spell
- Page 149 and 150: Gravity CrushFirst Circle Void Spel
- Page 151 and 152: Gravity Crush IIIThird Circle Void
- Page 153 and 154: Chapter NINEThe WorldStepping down
- Page 155 and 156: The Six Pillars of CreationSix of t
- Page 157 and 158: The Balance of the WorldThe combina
- Page 159 and 160: SEVEN AGESAges Ascendant Races Even
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- Page 165 and 166: The Kingdom of DavirPOPULATION LANG
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- Page 171 and 172: The Free People of DenPOPULATION LA
- Page 173 and 174: The Ethean PlainsThe Ethean plains
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- Page 177 and 178: The Demonic RealmsIn the western bo
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- Page 181 and 182: The Sublime HavensThe DIVINE REALMS
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Chapter TENStorytellingAn old, scar
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There are a variety of ways to do t
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THREE PRIMARY SETTINGSA role-playin
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190APOCALYPSE NOWBetween Demons, Un
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to make them interesting and unique
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Tricks & TipsThere are entire books
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Conversion from the D20 System And
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The transition of skills from one s
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IndexAbility Stacking 89, 99Acrobat
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Character:Race:Campaign:StrengthTot