Petrify – This ability turns the target to stone. The target will remain
stone for the period of Ten Min, at the end of which the stone will crumble with the same effect of having
received a successful Killing Blow. All carried items will turn to stone as well, but items will remain
unharmed and return to normal (as they were before the Petrify took effect) when the victim crumbles.
A Dispel Magic cast upon a Petrified being will immediately alleviate the effect without causing the
target to crumble. The caster of a Petrify can cause his target to crumble by delivering a successful
Killing Blow to it. If a Killing Blow delivered in this way is unsuccessful, the Petrified being is
released from the effects of the spell without crumbling. Only the caster can deliver the Killing Blow
in such a way, and no other character can deliver the blow. A character that is hit by his own Petrify
can choose to crumble at any time before the Ten Min is up. No other standard game effect will work on
a being that is under the effects of a Petrify. This spell is similar to an Imprison with respects to
falling and massive mechanical damage, however a Petrified target does not breathe and will not be
subject to suffocation.
Note:A Dispell Magic potion will not work on the victim, it must be a spell or scroll.
Transforms - When a character is on Tera Transforms will be as outlined Formal rules (back up by a statement by national), the only times transforms are to go active is upon final death of the character.
The only time a Transform my become Active before final death of the character is if the character is on a plane/demi-plane associated with the Transform.
In this situation the player may choose to suppress the Transform. If they choose to do so, then the transform my not become active until the character leaves that plane/demi-plane or upone final death of the character.
If a character dies while its Transform is active it counts as a final death.
Underwater - All PC races may only stay underwater for a 20 count, unless they have some magicical/mechanical means
to breath. While underwater characters may not run, and can only swim at a walking pace.
In combat all melee damage is halved unless the combantant is using a thrusting weapon (spear, harpoon etc). Swords do not count as a thrusting weapon, so even if thrusting the damage is cut in half.
Without magical aid, spells may not be cast underwater due the the fact the caster can not properly say the incant.
Gasses are usless underwater.
Restricted Bow Use – There is some confusion over if Dwarves and Hoblins can use bows. We only classify
skills listed under "Two Handed Weapon Master" as two handed weapons for this restriction.
Skills: Two Handed Edged, Two Handed Blunt, Staff, and Polearm.
Massive – Massive damage cannot be blocked by weapons or shields. If a blow delivering this type of damage strikes a weapon or shield, the bearer of the item struck takes the damage delivered, as well as any carrier effects (when appropriate). The skills Critical Parry and Dodge will work as normal against this type of damage, as will all types of protective spells.
Chaos Carrier Attack – M Any attack with the carrier of Chaos will go directly to body. Blocks with a weapon or shield, as well as protectives still block the damage, but any successful hits go strait to body, ignoring any armor.