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Terms:

  • Character Point (or CP) - points used to create, build and advance characters during the life of a campaign. These points are awarded by the GM after game sessions that the player can use to purchase additional skills, spells or abilities. They also determine how players advance in level.
  • Character Point Cost (or CPC) - the amount of character points needed to increase mastery of a skill, attribute, special ability, or spell mastery. Example: a player wants to increase her character's level of mastery in the spell flamesphere, which she has 2nd level mastery with. She sees that the CPC for 3rd mastery is 3 and she notices she only has 2 CP available in her pool. She will have to wait until she gains additional CP before she can advance her mastery of that spell.
  • Compound - a compound is a combination of elements that are fused together to create something that exists in the natural world, such as salt or the clouds. Common compounds are clouds (air and water), salt (water and earth), iron (earth, fire, air).
  • Copasetic Element - a copasetic element is one that occurs naturally with another element in nature. Spellcasters who have mastery in an element automatically gain spell ability in the copasetic element to a degree.
  • Defensive Rating (DR) - Defensive Rating, or DR for short, is the total skill of the character in defensive combat capability. It represents how well that character can defend themselves against opponents by blocking attacks, evading attacks, and using their weapon, shield, or armor to deflect blows. When used in combat situations, the DR is compared against the attackers OR to see who has the advantage.
  • Domain - a classification of magical energy in which universal laws govern the use of the element. Fire is the domain of all fire related spells such as fireball, burning hands, etc.
  • Entropy - the state of chaos where opposing elements are randomly mixed and thrown together, producing a highly destructive and potent magical force.
  • Focus - a device used by sorcerers and conjurers to help focus their energies into spell forms.
  • Mana - the amount of energy a spellcaster can use for casting spells. This score is a pool of points that drains as the spellcaster casts her spells. Mana increases with greater experience and each spell has a mana cost.
  • Mana Cost - the amount of mana needed to cast a spell.
  • Offensive Rating (OR) - Offensive Rating, or OR for short, is the total skill of the character in offensive combat capability. It represents how well the character can attack an opponent by finding weaknesses in their armor, or evading their defensive efforts. When used in combat situations, the OR is compared against the defenders DR to see who has the advantage.
  • Opposite Element - an opposite element is one that opposes another element and has the unique ability to cancel it out or otherwise defeat it. The most basic example is Fire and Water. Pouring water on a fire douses the fire. Placing fire or heat near water causes it to evaporate.
  • Physical Component - a component of a spell that is in a physical form, such as using a bonfire to conjure a fire elemental.
  • Vocalization - a series of words that helps the caster focus their mind on the spell and effects that are desired.

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