Battlemage Battlemages are the backbone of arcane militaries. They are trained to wield weapons, and wear armor but also to use their magic as a weapon of destruction
Modifiers A Modifier is: A numerical addition or subtraction to a Roll or DC that increases or decreases the chance of success. Whenever a creature is the target of any attack, spell or ability there will be modifiers that affect either the roll made by the attacker or defender. These modifiers
Defenses A creature's defensive statistics are representative of a culmination of that creature's toughness, armor and defensive abilities. Armor Class A creature’s AC is a representation of how difficult they are to actually damage in combat. When rolling an attack roll of any kind your goal
Spellsword Spellswords are trained both as combat specialists and spellcasters. When arcane orders need an army, they train battlemages; when they need an operative, they train spellswords.
Attribute Resource Pools Attribute Resource pools are the basis of all Altered Realms Powers, Spells and Abilities. Power always has a price and Altered Realms uses the Attribute Resource Pools to quantify the personal expenditure required for this Power. Willpower Many abilities and revelations of deep wisdom require the expenditure of Willpower Points.
Movement All creatures that possess a form of locomotion are allowed movement on their turns. Various creatures will have different forms of movement and different speeds. This section will outline how to move your creatures in game and how to calculate their movement rates, distances and abilities. The Combat Grid The
Techno-Mage Techno Mages use a combination of technology and Magic Artifacts to cast spells as fluently, if not more so than the Wizards of old. Usually their kit involves a device,