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.
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
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.
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,
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
Actions Actions and the action economy are how all creatures interact with the game worlds of Altered Realms. Each turn taken by a creature is broken down into key characteristics of interaction. When starting a turn a typical creature has an Action, a Motion and a Movement available. When not currently
Sorcerer Some people are gifted with an extremely strong connection to the Mana Stream, either through their lineage or through long term Magic Exposure.