TEXT:  
  (Rules of Magic) 
  1 
  Version 0.9 
   
  
  the anime live action role-playing game. 
   
  MAKAI is a LARP, witch stands for live action role-playing game. Unlike other LARP‘s MAKAI uses foam 
  weapons, or boffer weapons, instead of rock, paper, scissors, or cards. MAKAI is also based off of anime, to be 
  specific, MAKAI is based off of Disgaea: Hour of Darkness, and Disgaea 2: Cursed Memories. However, Further 
  expansions will create the possibilities of using different animes, and video games. 
   
  Nothing! Well...sort of. The books for this game are free, but making weapons and costumes will cost you some 
  money. Never pay for these books. If you paid for this book, you have bean ripped off. 
   
   
   
  Writing Credits 
  X_Durai 
   
  Play Testers 
  X_Durai 
  Lazard Valeth 
  Ramza 
  
  (Getting Started) 
  3 
   
  The first thing you have to do is think up a character, 
  you can base your character off of a movie, a video 
  game, a book, whatever. Just, don‘t copy a pre-existing 
  character; it‘s been done. 
   
  Another idea, and something you will see allot is per-
  sonal symbols. There are a great deal many coat of 
  arms, and some not yet invented. You personal coat of 
  arms can be anything you want, but it should tie into 
  your character. 
   
   
   
   
   
   
  Another aspect of  MAKAI are clans. Similar to guilds 
  for MMORPG‘s, this is a group of people who have 
  banded together for a common goal. The goal can be 
  anything you like, or several goals if you so desire. Un 
  like your PC games though, you may join any number 
  of clans you wish, as long as the existing members are 
  ok with it of course. Clan Heraldry is also important. 
  Think up a symbol that your whole clan will enjoy, 
  again be sure it ties into the theme of the can. Note 
  also that Clans don‘t have to be called a clan, you can 
  call it a company, house, guild etc. The options are 
  always there. 
   
  When creating your character one of the first things 
  you should do is pick your home world. Your home 
  world determines what classes you can start off as, 
  what abilities you can purchase, and in some cases, 
  what weapons you can use. Later on you may of 
  course travel to other home worlds and learn new 
  abilities. This books home worlds are listed as follows. 
  The Netherworld: A world full of demons, and over-
  lords. Not all characters start here, but if you run out of 
  lives, this is were you end up. Any player choosing the 
  Netherworld as there home world area actually de-
  monic souls placed in a human body. This mix of hu-
  man and Demon doesn‘t necessarily make them evil, 
  just...jerks. Players from the Netherworld must pick a 
  class from this book, and cannot learn abilities, magic, 
  skills, weapons, etc.  from outside this book unless 
  they travel to another home world. 
  Earth: Although a slightly more futuristic version of 
  the earth we know, It‘s still pretty much the same. 
  Players may also call Earth there home world. Players 
  from Earth are for the most part regular humans but, 
  they seem to be stronger than the average human, and 
  tend to act in all different manners. Players from Earth 
  must pick a class from this book, and cannot learn 
  abilities, magic, skills, weapons, etc. from outside this 
  book unless they travel to another home world. 
   
  Celestia: The land of Angels, and counter part to the 
  Netherworld. Angels are...you guessed it! Angelic 
  souls in a human body. This mix tends to make the 
  player lean more towards the good side of things. Ce-
  lestians and Nethers don‘t always get along , but it‘s 
  not unheard of to see them teaming up for periods of 
  time. Players from Celestia must pick a class from this 
  book, and cannot learn abilities, magic, skills, weap-
  ons, etc. from outside this book unless they travel to 
  another home world. 
   
  One of the key features of MAKAI is lives. Characters 
  get so many lives per quest/battle game. The Standard 
  starting amount of lives is 5. Each time a character is 
  knocked down to 0 Life points, they are Knocked out 
  and loose a life. When you are out of lives, you are out 
  of the game. (note: some battle games can change the 
  amount of lives a character has for the purposes of the 
  battle game.) 
   
  All character and players have stats. Stats determine 
  things about the character that may not be easy to de-
  termine with foam weapons. There are only 3 stats in 
  MAKAI, and the highest number you may obtain in 
  any given stat is 5. 
   
  This determines how strong a character is. Certain 
  circumstances may come up in the game were strength 
  is needed. For instance maybe a statue or boulder must 
  be moved. The object would have a strength rating to 
  determine how much would be needed to move said 
  object. 
  Strength can also let you deal extra damage in melee 
  combat. For every three points of strength you have 
  you may deal one extra damage in melee combat. 
   
  Stamina represents how much damage ones character 
  can succumb to before being knocked out. For every 
  three points of Stamina a character has, they gain an 
  additional Life point. 
  
  (Getting Started) 
  4 
   
  Mana determines how much mystical energy a charac-
  ter has.  Mana actually has two functions, first it‘s 
  level determines what spells you may buy. Secondly it 
  grants the character a certain number of free spells. For 
  every point of Mana you have you may purchase spells 
  with an equal rank. So if you only have one mana you 
  may only purchase E Rank spells. Also for every point 
  of mana you purchase you obtain a spell with a level 
  equal to your new mana. i.e. If you have purchased 
  mana level 2 you gain a Rank D spell for free. 
   
  When first creating a character, you must choose a 
  class. Demons, and angels in humanoid form. These 
  classes can use any of the nine weapon types, although 
  the speed at which they learn depends on weapon pro-
  ficiency ranks. Warriors, archers, mages, and thieves 
  are some available classes.  
  Class The general name of the class 
  Availability: Some classes are not available at starting  
  character creation. Any prerequisites to play the class 
  will be listed here. As a side note, some classes have a 
  low enough prerequisite that you could attempt to start 
  as said class; if you spend your points wisely. 
  Special: These are special abilities available only to 
  this class. 
  Limit: Some classes also have a penalty of sorts. This 
  will be listed here. 
  Ranks: Ranks are listed from E, to S. The name of the 
  class changes as ranks progress, mostly to aid with 
  role-play. Any special abilities, or class specific abili-
  ties will be listed here. Bonuses to weapon ranks are 
  also listed here. If a Class has an ability listed as 
  learned at a certain level, they may purchase that abil-
  ity at one point less. 
  Weapons: Different classes are good with different 
  weapons. Weapons are also listed from ranks E to S. 
  This determines what levels of skills that class may 
  purchase. i.e. If a class has Fists listed as D ranked, 
  they may only buy up to D ranks fist skills. 
   
  Ranks determine how much a character can learn. All 
  Ranks are listed as E through S. These ranks are used 
  for class levels, magic, skills, and other abilities. All 
  characters start at rank E. Every time a player spends 
  25 experience points on there character they automati-
  cally go up one rank. 
   
  Starting Characters have different ranks in weapon 
  skills. These skills determine how good a certain class 
  is with a weapon, and what weapon techniques they 
  may purchase. There are many types of weapons to 
  choose from. Each weapon type has it‘s own abilities, 
  damage rating, and size. When picking a characters 
  weapons remember to use your imagination. When 
  Choosing your class, you should also remember what 
  weapons that class is good with. As long a weapon is 
  safely padded and meats the size requirements for the 
  weapon category, you should be good to go. 
   
  On top of magic characters can also learn techniques. 
  These abilities are more martial in nature than magic, 
  and are also weapon based. Every Technique has it‘s 
  own experience point cost, some also have strength 
  and stamina prerequisites.  
   
  These  unique abilities that further define a class. 
  These abilities will let you purchase magic for less, or 
  do extra damage when your L.P. Are low. All classes 
  have at least one special ability. 
   
  Every character gets one free point. This point may be 
  used to purchase anything except Special abilities from 
  classes. Free points also wave the cost of whatever 
  your buying, so if your buying a weapon skill, you 
  may choose to spend the free point on it giving you the 
  usage of the weapon at no cost. 
   
  Almost every class has some sort of limit on it. This 
  reflects the areas of study that a class might be lacking 
  in. 
   
  Every character starts with the same amount of points, 
  these points can be used however you wish to develop 
  your character, as long as you stay within the limits of 
  your points of course. 
  Starting point totals are as follows 
   
  Lives: 5 
   
  Stats: 3 
   
  Magic: * 
   
  Weapon Skills: * 
   
  Free: 1 
  * The Class you pick determines how many magic 
  spells, or weapon skills you may purchase. Classes 
  listed as casters get  5 magic, and 2 weapon skill 
  points. Fighter classes get 2 magic, and 5 weapon skill 
  
  (Getting Started) 
  5 
   points. Classes listed as both get 5 magic, and 5 weapon 
  skill points. 
   
  Name: Boon 
  Home World: Netherworld 
  Clan: (none) 
  Rank: E 
  Class: Thief 
  Special: Thieves can steal items from other players 
  Limit: Cannot raise strength stat above 3. Max Armor:      
  2, Max Shield: Small 
  Lives: 5 
  Life Points: 3 
  Stats: 
     Strength: 1 
     Stamina: 2 
     Mana: 1 
  Weapons: 
     Fist: C 
     Sword: C 
     Spear: D 
     Bow: C 
     Gun: C 
     Axe: E 
     Staff: D 
  Magic:  
     Shield-E 
     Shadow-D 
  Weapon Techniques 
     Triple Strike-E 
     Tiger Charge-D 
  Class Skills 
     Health-E 
  Free: 1 Stamina point 
   
   
   
  
  (Rules of Combat) 
  6 
   
  Events 
  There are many types of games and events held regu-
  larly. These include, but are not limited to: 
  1) Special Events- quests, demos, trips, revels, fairs, 
  workshops, and other ‗games.‘ 
  Tournaments 
  2) Battles- involving two or more armies attacking each 
  other for various reasons. 
  3) Competitions between individuals or groups for 
  honor, or challenges. 
   
   
   
   
   
   
   
   
   
  Life Points: Each player starts with 3 Life Points, or LP. 
  Anytime a player is hit they loose a life point. If at any-
  time a players Life Points are reduced to zero they are 
  considered Knocked out, and cannot participate in com-
  bat until healed, revived, or the allotted time frame has 
  passed.  
  Limping: When a player is down to there last life point, 
  they must drag a leg and limp around. They cannot run, 
  or jump, and must also make an attempt to act injured. 
  Head and Neck: This is not a legal target and will not 
  be counted as a hit. Attacking someone's head on pur-
  pose, or blocking with your head are serious offenses 
  and will be dealt with appropriately by a Judge. 
   
  1) Shots that only strike garb or equipment do not 
  count as a hit. As an example, if a player hits your 
  sheathed sword instead of your leg, the shot does 
  not count. However one can only be so lucky, two 
  shots to a sheathed weapon will break the weapon 
  and render it useless. This will allow blows to carry 
  through sheathed swords and other equipment. 
  2) If a blow barely connects to you, or just brushes 
  against you do not count it as a hit. Hits should be 
  good and solid. A judge can demonstrate what a  
  good shot is.  
  3) Projectiles and arrows always count as hits, even if 
  you were lightly brushed by the hit. 
  4) If you are using the chain rules for clubs, the chain 
  does not count as a striking surface. The same ap-
  plies to all weapon hafts, hilts, hand guards, and 
  areas of padding not deemed strike legal. 
  5) A shot that is deflected away from the intended 
  target that then hits a different target still counts as 
  a hit. Unless it bounced off of someone's head or 
  neck. Deflections from illegal targets do not count.  
  Example: Tamashi is facing off against Maelstrom 
  and Jaggon. He goes to hit Jaggon, Jaggon blocks 
  with his shield, and Tamashis sword bounces off 
  and hits Maelstrom in the leg. Maelstrom must take 
  that hit. (note: hits that bounce off a target into 
  yourself do not count.) 
  6) Projectiles may deal damage to up to two targets on 
  one shot. Example: Kazuya throws a dagger at 
  Groull and hits him in the arm. The Dagger then 
  bounces off and hits Rattin in the chest. They must 
  both take the hit even if it was just a lucky shot. 
  However, if the dagger would have continued onto 
  a hit a third person  or target it would not count. 
  Also if the same dagger hits the same player twice 
  in one shot, they must take both shots. Example: 
  Kazuya throws a dagger at Michiko and hits him in 
  the knee, the dagger then bounces up and hits Mi-
  chiko in the chest. Michiko must take both hits, but 
  if a third hit is somehow made, it will not count as a 
  valid shot. 
  7) If a person is killed while making a shot, shots they 
  threw into motion before being struck still count as 
  a hit, if they land within a half second of being 
  struck. This should be a clear case of finishing an 
  already thrown shot, meaning that it the last action 
  required to finish the shot has already been started 
  prior to being struck. If you have any questions, ask 
  your Local Judge. There  call is always final in de-
  termining if a shot is in time or late. 
  8) Shots that knock aside a parry and continue to hit 
  the target count as a valid shot. Example: Mael-
  strom decides to swing a bit harder with his great 
  sword while attacking Jaggon. Jaggon parries but 
  his sword is pushed back from the force. Mael-
  stroms shot then connects with Jaggons arm and 
  Jaggon thusly looses a life point. 
  9) Illegal shots stop the shot and pause the action so 
  that your opponent may recover (i.e. if you acciden-
  tally hit your opponent in the face, stop combat un-
  til he verbally indicates he is unhurt). 
  10) Bounces always count from projectiles, magic balls, 
  and arrows, though it will count as one of your two 
  targets. 
  11) A player who consistently breaks game rules, 
  cheats, causes mundane problems with authorities 
  or safety can be barred from the local group by joint 
  agreement of 75% of the players . 
  12) Players may not wield more than one weapon in a 
  
  (Rules of Combat) 
  7 
   
  single hand. Firing multiple arrows, or throwing 
  multiple projectiles simultaneously is an exception 
  to this rule. However a player may only hold up to 
  two projectiles in one hand. 
  13) Grappling with an opponent, tackling someone with 
  your shield, punching people in the face, rough, 
  dangerous, or offensive physical contact is strictly 
  prohibited and can result in being banned from play 
  indefinitely, or getting arrested. 
  14) If you have to think about whether or not a shot was 
  ‗good enough‘ to count, it probably was. Always 
  endeavor to have unquestionable honor in the area 
  of calling your own shots. Your peers will respect 
  you and return the favor. 
  15) Do not call another person‘s shots unless you are a 
  Judge. It is rude and considered in poor form. If you 
  consistently have problems with a player not taking 
  their shots, inform a reeve who will deal with them 
  appropriately. 
  16) While Shield tackling is prohibited, a light check, or 
  press is acceptable. When shield pressing you may 
  not take more than one step into the press. Remem-
  ber folks, control is also key here in MAKAI. 
   
  A valid shot is anything that hits and stops or deflects at 
  an angle. That said, there are occasionally shots that 
  partially meet these requirements but are not valid. The 
  best way to learn what constitutes a good shot is to ask 
  your friendly veteran players, but included here is a list 
  of shots that do not count. These are just guidelines, and 
  you should never attempt to use these rules to cheat your 
  way out of a valid strike. Also remember, that in all 
  situations the reeve‘s call is final. 
  „Wiggling‟ – A shot (normally a stab) that misses its 
  initial target, but is then jerked back and forth weakly in 
  order to hit your opponent. 
  „Draw Cuts‟ – A shot that slides along your opponent 
  with little force exerted towards your opponent. This 
  normally happens on a missed stab. Note that a shot that 
  hits your opponent legitimately, and then turns into a 
  draw cut will still wound or kill the opponent as per the 
  initial blow. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armor is rated on its ability to stop blows. The rating 
  ranges from 1 to 5 points, though some monsters can 
  have more. The same damage rules apply to armor. Each 
  strike will remove one point of value from the armor. 
  Certain weapons and effects deal more damage to armor 
  as noted in their descriptions. Damage that exceeds the 
  armor value can wound or kill the target.  
  Armor, can be worn, or purchased with In game money. 
  Anyone who actually wears armor receives said armor 
  for free, and is usually worth more points. When armor 
  is purchased in the store you will be issued an Item card 
  detailing what kind of armor it is, and how many points 
  it is worth. 
   
  1) Never handle anyone‘s personal property without 
  first having their permission. 
  2) Players who break the rules may be removed from 
  the game by a judge 
  Battle game Restrictions: 
  1) Maneuvering or engaging during a time out. 
  2) Striking at non-combat judges or non-combatants. 
  3) Calling a time out to retrieve spent items or derive 
  other advantages on the battle field. 
  4) Trying to influence a game while you are dead. 
  5) Casting a spell or using an ability that you do not 
  posses. 
   
  1)  
  
   
  8(Character Classes) 
  8 
  Availability: Must Know a Rank D Bow skill 
  Special: May purchase bow skills for one less. 
  Limit: Max armor: 3 Max shield: small 
  Type: Fighter 
  Ranks:  
     E: Archer 
     D: Hunter- Learns 1 bow skill of choice of equal or 
  lesser rank to the player. 
     C: Shooter +1 Ranks to Staff 
     B: Bow Master +1 Ranks to Spear, and Gun 
     A: Cupid +1 Ranks to Staff - Learns 1 bow skill of 
  choice of equal or lesser rank to the player. 
     S: FreisChutz +1 Ranks to Bow 
  Weapons:  
     E: Axe 
     D: Fist, Sword, Staff 
     C: Spear, Gun 
     B:  
     A: Bow 
     S:  
   
   
   
   
   
  Availability: Must Capture a monster 
  Special: Any allied monsters that stand next to a Beast master  
  will get an increase in one stat of the monsters choice. 
  Limit: Max armor: 2 Max Shield: small 
  Type: Fighter 
  Ranks:  
     E: Beast Tamer  
     D: Beast Chief  - Learns Wild Groom 
     C: Beast Lord +1 Ranks in Sword, Spear, Bow, Axe 
     B: Beast Queen - Learns Domination 
     A: Beast Master  +1 Ranks in Gun 
     S: Beast Saber +1 Ranks in Fist, Sword, Spear, Bow, Axe 
  Weapons:  
     E: Gun 
     D: Staff 
     C: Fist 
     B: Sword, Spear, Bow, Axe 
     A:  
     S:  
   
   
   
   
  
   
  9(Character Classes) 
  9 
  .Availability: Must know a C ranked sword, spear, and 
  bow skill, 3 elemental spells, and 2 healing spells. 
  Special: May purchase elemental and healing magic for 
  1 point less 
  Limit: Starts each life as ‗Beneficient‖ Max shield: Me-
  dium 
  Type: Fighter - Caster 
  Ranks:  
     E: Angel 
     D: Angel Cadet +1 Ranks in Fist 
     C: Angel Soldier - Lears Fire: C  
     B: Crusader - Learns Resurect  
     A: Avenger 
     S: Paladin +1 Ranks in Sword, Spear, and Bow- Learns 
  Fire: S  
  Weapons:  
     E: Gun 
     D: Fist 
     C:  
     B: Axe 
     A: Sword, Spear, Bow 
     S:  
   
   
   
   
  Availability: Complete an S Ranked Quest or Mission 
  Special: Stats double if all of your other team mates are dead. 
  Limit: - 
  Type: Fighter - Caster 
  Ranks:  
     E: Chaos Soldier 
     D: Death Avenger 
     C: Violator 
     B: Last Battallion +1 Ranks in Fist, Sword, Spear, Bow Gun, 
  Axe, Staff 
     A: God Army 
     S: Omega Sentinel 
  Weapons:  
     E:  
     D:  
     C:  
     B:  
     A: Fist, Sword, Spear, Bow Gun, Axe, Staff 
     S:  
   
   
   
   
  
   
  10(Character Classes) 
  10 
  Availability: Must have battled on 5 different types of ter-
  rain. 
  Special: If standing on a terrain, the Wiseman chooses 
  weather or not they are affected. 
  Limit: Max armor: 3, Max Shield: Medium 
  Type: Caster 
  Ranks:  
     E: Druid - Learns Geo Change 
     D: Mystic +1 ranks in fist, gun, and axe 
     C: Sage - Learns Geo Blast 
     B: Hermit +1 ranks to fist, and Staff - Learns Geo Warp 
     A: Prophet +1 ranks to sword, spear, and bow 
     S: Geomaster +1 Ranks in Staff 
  Weapons:  
     E: Bow, Gun, axe 
     D: Sword, Spear 
     C: Fist 
     B: Staff 
     A:  
     S:  
   
   
   
   
   
   
  Availability: Must know a rank D gun skill. 
  Special: Gunners deal an additional damage with guns 
  when attacking an opponent who is already engadged in 
  combat. 
  Limit: Cannot use weapons with the two handed trait 
  unless it is a gun. Max armor: 2, Max Shield: Dual 
  Type: Fighter 
  Ranks:  
     E: Gunner 
     D: Sniper - Max Shield: Medium 
     C: Outlaw +1 Ranks in sword, spear, axe, and staff 
     B: Hitman +1 Ranks in bow 
     A: Sweeper - Learns spell Target Lock 
     S: Desperado +1 ranks in fist, and gun 
  Weapons:  
     E: Sword, Spear, Axe, Staff 
     D:  
     C: Fist, Bow 
     B:  
     A: Gun 
     S:  
   
   
   
  
   
  11(Character Classes) 
  11 
  Availability: Starting 
  Special: Martial artists may buy life points for 1 point less. 
  Limit: Martial Artists must purchase magic at one rank lower than 
  there mana. Max Shield: Dual 
  Type: Fighter 
  Ranks:  
     E: Brawler 
     D: Pugilist:  +1 Ranks to Spear and Axe 
     C: Fighter: +1 Ranks to Sword 
     B: Black Belt - Learns Braveheart 
     A: Wushu Master +1 Ranks in Sword 
     S: Eternal Fist: +1 Ranks to Fist 
  Weapons:  
     E: Bow, Gun, Axe,  
     D: Spear 
     C: Sword, Staff 
     B:  
     A: Fist 
     S:  
   
   
   
   
   
   
  Availability: Starting 
  Special: Clerics may purchase healing magic for one less. 
  Limit: Elemental Magic costs one more for Clerics Max ar-
  mor: 3, Max Shield: Medium 
  Type: Caster 
  Ranks:  
     E: Healer - Learns Heal: D 
     D: Acolyte +1 Ranks in Fist, Sword, and, Gun,  
     C: Priest + 1 Ranks in Spear, and Bow  
     B: Bishop +1 Ranks in Axe, and Staff - Learns Resurect 
     A: Cardinal +1 Ranks in Sword, Spear, and Bow 
     S: Saint +1 Ranks in , Staff 
  Weapons:  
     E:  
     D: Fist, Gun, Axe 
     C: Sword, Spear, Staff 
     B:  
     A:  
     S:  
   
   
   
   
   
   
  
   
  12(Character Classes) 
  12 
  Availability: Must Know a Rank E spear skill 
  Special: Gains +1 armor when down to last L.P. 
  Limit: Staff skills cost one more for Heavy Knights. 
  Type: Fighter 
  Ranks:  
     E: Heavy Knight 
     D: Iron Knight +1 Ranks in Spear 
     C: Steal Knight +1 Ranks in Sword, and Axe 
     B: Mythril Knight Learns 1 spear skill of choice of 
  equal or lesser rank to the player. 
     A: Adaman Knight +1 Ranks in Fist, Sword, and Axe 
     S: Aegis Knight +1 Ranks in Spear - Learns Shield 
  Weapons:  
     E: Bow, Gun, Staff 
     D: Fist 
     C: Sword, Axe 
     B: Spear 
     A:  
     S:  
   
   
   
   
   
   
   
  Availability: Must know a rank E sword skill and 2 spells. 
  Special: Magic Knights deal one extra damage with Elemental abili-
  ties.  
  Limit: Max armor: 3 Max Shield: Medium 
  Type: Fighter - Caster 
  Ranks:  
     E: Magic Knight 
     D: Dark Knight +1 Ranks in Sword, and Gun 
     C: Rune Knight +1 Ranks in Staff - Lears Element Charge 
     B: Elder Knight +1 Ranks in Spear, Bow, and Axe 
     A: Force Knight +1 Ranks in Sword - Learns Anti-Element 
     S: Space Knight +1 Ranks in Staff 
  Weapons:  
     E:  
     D: Fist, Gun 
     C: Spear, Bow, Axe 
     B: Sword, Staff 
     A:  
     S:  
   
   
   
   
   
  
   
  13(Character Classes) 
  13 
  Availability: Must know a rank D fist skill and a ei-
  ther a rank D sword skill or 2 spells. 
  Special: Gains a free ―Speed‖ when down to last L.P, 
  or, may perform an attack at double damage when 
  down to last L.P. (choose one!) 
  Limit: Max Armor: 3, Max Shield: Small 
  Type: Fighter or Caster (choose one) 
  Ranks:  
     E: Genin 
     E: Hanakage 
     D: Chuunin - Learns Utsusemi  
     D: Yukikage - Learns Kagenui 
     C: Jounin +1 Ranks in Fist, Swprd, and Spear. 
     C: Hoshikage +1 Ranks in Fist, Sword, and Staff - 
  Learns MinMinMin 
     B: Oniwaban - Learns Konoha Gakure  
     B: Tsukikage - Learns Shinikaze 
     A: Touryou +1 Ranks in Gun, Axe, and Staff 
     A: Sorakage +1 Ranks in Bow, and Axe - Learns 
  Mafuujin 
     S: Shadow Master +1 Ranks in Fist, Sword, Spear, 
  and Bow 
     S: Master Kunoichi +1 Ranks in Fist, Sword, Spear, 
  and Staff - Learns Tougenkyo 
   
   
  Availability: Must Know a Ranks C gun skill. 
  Special: Gun skills cost one less. 
  Limit: Cannot purchase higher than C ranked Magic 
  Type: Fighter 
  Ranks:  
     E: Soldier 
     D: Officer +1 Ranks in Bow 
     C: Cyborg - Learns Target Lock 
     B: Psi-Soldier +1 Ranks in Staff 
     A: Space Police +1 Ranks in Fist, and Axe - Learns 
  Slow 
     S: Space Marine +1 Ranks in Gun 
  Weapons:  
     E: Staff 
     D: Sword, Spear 
     C: Bow 
     B: Fist, Axe 
     A: Gun 
     S:  
   
   
   
   
  Weapons:  
     E: Staff 
     E: Gun 
     D: Gun, Axe 
     D: Axe 
     C: Bow 
     C: Spear 
     B: Fist, Sword, Spear 
     B:  Fist, Sword, Staff 
     A:  
     A:  
     S:  
     S:  
  
   
  14(Character Classes) 
  14 
  Availability: Starting 
  Special: Thieves can steal items from other players. 
  Limit: Cannot rasi strength stat above 3. Max Armor: 2, 
  Max Shield: Small 
  Type: Fighter 
  Ranks:  
     E: Thief - Learns Health 
     D: Rogue +1 Ranks in Bow, and Gun - Learns Con-
  sciousness 
     C: Scout +1 ranks in spear - Learns Freedom 
     B: Bandit +1 Ranks in Fist, sword, bow and Gun 
     A: Trickster +1 Ranks in Staff 
     S: Master Thief - Learns Memory 
  Weapons:  
     E: Axe 
     D: Spear, Staff 
     C: Fist, Sword, Bow, Gun 
     B:  
     A:  
     S:  
   
   
   
   
   
   
  Availability: Must know a ranked D sword skill. 
  Special: May purchase Sword Skills for one less. 
  Limit: Support magic costs one more for Samurai Max 
  Shield: Dual 
  Type: Fighter 
  Ranks:  
     E: Ronin 
     D: Samurai +1 Ranks in Bow - Learns Armor Break 
  (change range to strike) 
     C: Bujin +1 Ranks in Sword 
     B: Kengou +1 Ranks in Spear and Axe 
     A: Kensei +1 Ranks in Staff, and Bow 
     S: Sword Master +1 Ranks in Sword, Spear, and Axe 
  Weapons:  
     E: Bow, Staff 
     D: Fist, Bow 
     C: Spear, Axe 
     B: Sword  
     A:  
     S:  
   
   
   
   
  
   
  15(Character Classes) 
  15 
  Availability: Must Have Battled on 3 different types of terrain. 
  Special: Immune to poison. 
  Limit: Max armor: 3, Max shield: Medium 
  Type: Fighter 
  Ranks:  
     E: Scout 
     D: Surveyor - Learns Geo Change 
     C: Ranger +1 Ranks to Staff 
     B: Strider +1 Ranks to Sword - Learns Dark Cannon 
     A: Geo Master +1 Ranks to Spear 
     S: Lord +1 Ranks to Gun 
  Weapons:  
     E:  
     D: Fist, Sword, Bow, Staff 
     C: Spear, Axe 
     B:  
     A: Gun 
     S:  
   
   
   
   
   
   
   
   
  Availability: Get arrested by a Judge 
  Special: Any player who deals a killing blow to a sinner takes 
  the same amount of damage. This may only be done on the 
  sinners last life. 
  Limit: Healing magic costs one more for Sinners. Max 
  Shield: Dual 
  Type: Fighter 
  Ranks:  
     E: Togabito 
     D: Yasha 
     C: Ashura 
     B: Rasetsu +1 ranks in Fist, and Axe 
     A: Bushin 
     S: Aragami +1 ranks in sword, and Spear 
  Weapons:  
     E: Staff 
     D: Bow, Gun 
     C: Sword, Spear, Axe 
     B:  
     A: Fist 
     S:  
   
   
   
  
   
  16(Character Classes) 
  16 
  Availability: Starting 
  Special: May purchase spells of there element for one less 
  than the normal cost. This cannot drop the price of a spell 
  past one. May trade thier sword and spear ranks, for bow 
  and gun ranks. 
  Limit: When a Skull/Mage increases there mana there 
  free spell must be an elemental spell. The Element must be 
  chosen at character creation. Max armor: 2, Max Shield: 
  Small 
  Type: Caster 
  Ranks:  
     E: Skull/Mage 
     D: Skull/Mage  - Learns Enfeeble or Armor Break 
     C: Skull/Mage - Learns Blind or Slow 
     B: Star Skull/Mage -  Learns Mind Break or Resist 
  Break 
     A: Prism Skull/Mage +1 Ranks in sword, and spear 
     S: Galaxy Skull/Mage +1 Ranks in Staff 
  Weapons:  
     E: Gun 
     D: Fist, Bow, Axe 
     C: Sword, Spear 
     B:  
     A: Staff 
     S:  
   
  Availability: Starting 
  Special: +1 damage when at 1 L.P. May trade bow ranks for axe ranks at 
  character creation. 
  Limit: Warriors cannot purchase mana until they are at least E ranked. 
  Type: Fighter 
  Ranks:  
     E: Fighter 
     D: Warrior +1 Ranks to sword, spear, and axe. 
     C: Destroyer +1 Ranks to fist - Learns Braveheart 
     B: Gladiator/Valkyrie +1 Ranks to Axe 
     A: Warlord/Minerva Lord +1 Ranks to sword, spear, and Gun 
     S: Battle Master /Vanadis +1 Ranks to Bow 
  Weapons:  
     E: Gun, Staff 
     D:  
     C: Fist, Bow 
     B: Sword, Spear, Axe 
     A:  
     S:  
   
   
  
   
  (Class Skills) 
  17 
  Utsusemi 
  Rank: D 
  Type: Class Skill 
  Materials: Ofuda or Rune 
  Incantation: Utsusemi! 
  Range: self 
  Effect: User ignores the next attack taht hits them.  
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Konoha Gakure  
  Rank: A 
  Type: Class Skill 
  Materials: None 
  Incantation: Konoha Gakure! 
  Range: 20 ft. radius 
  Effect: Does an amount of damage equal to the users 
  mana rank.  
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Kagenui  
  Rank: D 
  Type: Class Skill 
  Materials: Short Sword or smaller 
  Incantation: Kagenui! 
  Range: Strike 
  Effect: Causes Shock.  
  Limitations: Usable once per character rank. Is not 
  considered Lightning 
  Notes: Notes 
  MinMinMin  
  Rank: E 
  Type: Class Skill 
  Materials: None 
  Incantation: MinMinMin! 
  Range: Strike 
  Effect: Causes Petrified.  
  Limitations: Usable once per character rank. Is not 
  considered Earth. 
  Notes: Notes 
  Shinikaze  
  Rank: B 
  Type: Class Skill 
  Materials: Short Sword or smaller 
  Incantation: Shinikaze! 
  Range: Strike 
  Effect: Causes Poison.  
  Limitations: Usable once per character rank. Is not 
  considered Nature. 
  Notes: Notes 
  Mafuujin 
  Rank: A 
  Type: Class Skill 
  Materials: Short Sword or smaller 
  Incantation: Mafuujin! 
  Range: Strike 
  Effect: Target cannot use magic or skills for 5 min-
  utes.  
  Limitations: Usable once per character rank.  
  Notes: Notes 
   
  Tougenkyo  
  Rank: S 
  Type: Class Skill 
  Materials: Short Sword or smaller 
  Incantation: MinMinMin! 
  Range: Strike 
  Effect: This attack cannot be blocked. Target cannot 
  use spells or abilities of any kind for 5 minutes.  
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Geo Change 
  Rank: E 
  Type: Class Skill 
  Materials: Ofuda or Runes 
  Incantation: Geo Change! 
  Range: 5 ft. radius 
  Effect: User may change the terrain type to any type 
  of there choosing.  
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Geo Blast 
  Rank: C 
  Type: Class Skill 
  Materials: Ofuda or Runes 
  Incantation: Geo Change! 
  Range: 5 ft. radius 
  Effect: User may nullify a terrain type. Anyone in the 
  area of effect takes one damage. 
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Geo Warp 
  Rank: B 
  Type: Class Skill 
  Materials: None 
  Incantation: Geo Change! 
  Range: - 
  Effect: User may move from one spot to another. User 
  is considered out of the game while in effect. User 
  must go strait to destination, no stopping or detours.  
  Limitations: Usable once per character rank. 
  
   
  (Class Skills) 
  18 
  Notes: Notes 
  Steal  
  Rank: E 
  Type: Class Skill 
  Materials: Fist 
  Incantation: Steal! 
  Range: Strike. 
  Effect: User may choose any one piece of equipment 
  that a player is using. The target no longer has said 
  item and must acquire a new one. The user now has 
  said item and can do whatever with it. 
  Limitations: Usable once per character rank. The 
  player does not actually have to give you the item. 
  Notes: you may want to have some extra weapons 
  with you. 
  Steal Health 
  Rank: E 
  Type: Class Skill 
  Materials: Fist 
  Incantation: Steal Health! 
  Range: Strike. 
  Effect: Transfers a Life point From the target to the 
  user..  
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Steal Consciousness 
  Rank: D 
  Type: Class Skill 
  Materials: Fist 
  Incantation: Steal Consciousness! 
  Range: Strike. 
  Effect: Attacks with special sleeping powder. This 
  strike causes characters to fall asleep. This character is 
  considered out of the game for 1 minute. 
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Steal Freedom 
  Rank: C 
  Type: Class Skill 
  Materials: Fist 
  Incantation: Steal Freedom! 
  Range: Strike. 
  Effect: Attacks with special sleeping powder. This 
  strike causes characters to fall asleep. This character is 
  considered out of the game for 1 minute. 
  Limitations: Usable once per character rank. 
  Notes: Notes 
   
  Steal Memory 
  Rank: S 
  Type: Class Skill 
  Materials: Fist 
  Incantation: Steal Memory! 
  Range: Strike. 
  Effect: Target cannot use any skill or spell of the users 
  choice for the remainder of this life. The user may not 
  use this ability at the same rank as the targets for the 
  remainder of this life. User may also buy said skill or 
  spell at half price. 
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Wild Groom 
  Rank: E 
  Type: Class Skill 
  Materials: Weapon 
  Incantation: Wild Groom! 
  Range: Strike. 
  Effect: Increase a monsters stat by one point. User 
  picks the stat. 
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Domination 
  Rank: D 
  Type: Class Skill 
  Materials: Weapon 
  Incantation: Domination! 
  Range: Strike. 
  Effect: May only be used on monsters. Monster must 
  fight for you for the remainder of this life 
  Limitations: Usable once per character rank. 
  Notes: Notes 
  “Element" Charge 
  Rank: C 
  Type: Class Skill 
  Materials: Sword - Ofuda or Runes 
  Incantation: ―Element‖! 
  Range: Self 
  Effect: Users weapons damage is considered to be an 
  element of choice. The chosen element must be part of 
  the incantation. 
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Anti-”Element” 
  Rank: A 
  Type: Class Skill 
  Materials: Ofuda or Runes 
  Incantation: Anti-‖Element‖! 
  
   
  (Class Skills) 
  19 
  Range: Self 
  Effect: User takes no damage from any one element of 
  choice. The chosen element must be part of the incan-
  tation. 
  Limitations: Usable once per character rank. 
  Notes: Notes 
  Dark Cannon 
  Rank: E 
  Type: Class Skill 
  Materials: Ofudo or Runes 
  Incantation: Dark Cannon! 
  Range: 10 ft Radius. 
  Effect: Player may set up a ring of Ofuda, or runes. 
  Anyone entering the ring takes damage equal to the 
  casters mana. 
  Limitations: May only have one ring at a time. 
  Notes: Notes 
  
   
  (Weapon Rules) 
  20 
  Type: What type of weapon it is, be it a sword, dagger 
  or axe. 
  Cost: How many weapon points or experience it costs 
  to learn this weapon 
  Abilities: Special traits that the weapon passes down 
  to the wielder 
  Damage Rating: How much damage the weapon does 
  Size: The maximum size of the weapon. The minimum 
  size for weapons is six inches shorter than the max, 
  unless stated by the weapon. 
   
  Most every weapon has some sort of ability that it 
  grants to the wielder. These abilities simulate what a 
  skilled fighter can do with a weapon, that players can-
  not do. This is a game after all, we don‘t excpect you 
  to be martial arts kung-fu badasses. Remember, some 
  weapons also have flaws, such as great swords and 
  battle axes. 
   
  2 Handed: This weapon does half damage when 
  wielded one handed. 
   
  Bastard Grip: This weapon will do an additional 
  point of damage if it is held with both hands when 
  swung. 
   
  Break: Once per game/quest you may ―break‖ a play-
  ers armor or shield and render the equipment useless. 
   
  Mana Boost: Once per game you may cast a spell one 
  rank higher thank you may normally cast. 
   
  Power: Once per life this weapon may deal an addi-
  tion point of damage if held two handed. 
   
  Pierce: This weapon may only be used in a stabing, or 
  thrusting manner. 
   
  Ranged: This weapon may be thrown, though it must 
  be padded all over. 
   
  Speed: The wielder may ignore a single hit once per 
  battle game/quest. 
   
  Stealth: Once per game/quest any atempts to discover 
  this weapon via abilities or magic automaticly fail. 
   
  Exeptional Quality: This weapon is just made better 
  than other weapons, for whatever reason a Judge may 
  grant this weapon an extra ability, or an ability it may 
  not normaly possess.  
   
  When first building your character, you are granted 5 
  weapon points. These points may be used to purchase 
  various weapon skills from sword, to bows, to guns, 
  you name it we probobly have it in here.  
   
  From small throwing axes and irons, to giant battle 
  axes and war hammers. These weapons are used for 
  smashing and hacking things to bits. If you want to 
  tear through armor and shields, this is the weapon cate-
  gory for you.  
   
  Type: Throwing 
  Abilities: Ranged 
  Damage Rating: 1 
  Size: up to 12 in. 
   
  Type: Hand  
  Abilities: Ranged 
  Damage Rating: 1 
  Size: up to 2 ft. 
   
  Type: melee  
  Abilities: Ranged 
  Damage Rating: 2 
  Size: up to 3 ft. 
   
  Type: Large  
  Abilities: Break, Bastard Grip 
  Damage Rating: 2 
  Size: up to 4 ft. 
   
  Type: Battle  
  Abilities: 2 Handed, Power, Break 
  Damage Rating: 3 
  Size: up to 6 ft. Min 4 ft. 
   
  The maximum pull for a bows is 35 pounds with a 
  maximum draw of 28 inches. A judge must always 
  check a bow before it is allowed on the field. If your 
  going for range, or shooting at a distance bows are 
  definately an option to consider. 
   
  Type: Short  
  Abilities: Pierce, Ranged (amma) 
  Damage Rating: 2 
  Size: up to 3ft. 
   
  Type: Medium  
  Abilities: Pierce, Ranged (arrows) 
  Damage Rating: 3 
  Size: up to 4 ft. (strung) 
   
  Type: Long  
  
   
  (Weapon Rules) 
  21 
  Abilities: Pierce, Ranged (arrows) 
  Damage Rating: 4 
  Size: up to 5 ft. (strung) 
   
  If your going for a hard hit, clubs are the way to go. 
  Not as powerfull as axes and hammers, but smaller and 
  lighter. Flails may have a padded portion on the 
  weapon be a chain or hinge, making it easy to strike 
  around shields. For the purpose of purchasing and us-
  ing weapon skills Clubs and flails count as axes and 
  hammers 
   
  Type: Club  
  Abilities: None 
  Damage Rating: 1 
  Size: up to 2 ft. 
   
  Type: Mace  
  Abilities: Bastard Grip, Break 
  Damage Rating: 1 
  Size: up to 3 ft. 
   
  Type: Flail  
  Abilities: None 
  Damage Rating: 2 
  Size: up to 4 ft. 
   
  Type: War Club  
  Abilities: None 
  Damage Rating: 2 
  Size: up to 6 ft. Min 5ft. 
   
  While not accually fists, these weapons represent safer 
  versions of things like, brass knuckles, gauntlets, sap 
  gloves, and other fist type weapons. These weapons 
  should be constructed, and used similarly to small dag-
  gers. Don‘t go around punching people. 
   
  Type: Fist  
  Abilities: None 
  Damage Rating: 1 
  Size: up to 1 ft. 
   
  Type: Knuckles  
  Abilities: Speed 
  Damage Rating: 1 
  Size: up to 2 ft. 
   
  Type: Gauntlets/Gloves  
  Abilities: Speed, Break 
  Damage Rating: 1 
  Size: up to 2 ft. 
   
  In MAKAI all guns shoot some kind of foam amuni-
  tion, We recomend NERF guns as they are inexpen-
  sive and just look really cool. Another option for long 
  ranged combat, NERF guns may not have the range of 
  a bow, but they tend to fire alot faster. 
   
  Type: Pistol  
  Abilities: Ranged (ammo) 
  Damage Rating: 1 
  Size: up to 6 in. 
   
  Type: Revolver  
  Abilities: Power, Ranged (ammo) 
  Damage Rating: 1 
  Size: up to 12 in. 
   
  Type: Uzi  
  Abilities: Ranged (ammo) 
  Damage Rating: 2 
  Size: up to 2 ft. 
   
  Type: Rifle  
  Abilities: Power, Break, Ranged (ammo) 
  Damage Rating: 2 
  Size: up to 4 ft. Min 3ft. 
   
  Type: B.F.G.  
  Abilities: Power, Break, 2 Handed, Ranged (ammo) 
  Damage Rating: 4 
  Size: up to 5 ft. 
   
  Small and stealthy, the most trusted weapon of assas-
  sins everywere. Not to mention easy to use. For the 
  purpose of purchasing and using weapon skills knives 
  count as swords 
   
  Type: Throwing  
  Abilities: Ranged 
  Damage Rating: 1 
  Size: up to 6 in. Min 3 in. 
   
  Type: Dagger  
  Abilities: Stealth 
  Damage Rating: 1 
  Size: up to 12 in. 
   
  Type: Dirk 
  Abilities: none 
  Damage Rating: 1 
  Size: up to 2 ft. 
  
   
  (Weapon Rules) 
  22 
  While learing to use a polearm or spear can be diffi-
  cult, you can really cause some serious damage with-
  out putting yourself in thick of things. 
   
  Type: Javelin  
  Abilities: Ranged, Pierce 
  Damage Rating: 1 
  Size: up to 5 in. Min 3 ft. 
   
  Type: Pike  
  Abilities: Speed, pierce 
  Damage Rating: 1 
  Size: up to 6 ft. 
   
  Type: Halberd  
  Abilities: 2 Handed, Bastard Grip  
  Damage Rating: 1 
  Size: up to 8 ft. 
   
  Type: Glaive  
  Abilities: 2 Handed, Power, Bastard Grip 
  Damage Rating: 2 
  Size: up to 10 ft. 
   
  A humble weapon used by many a travelar and monk, 
  inexpensive and efficient. Rods on the other hand gen-
  eraly have some sort of magical properties. 
   
  Type: Jo  
  Abilities: Speed 
  Damage Rating: 1 
  Size: up to 4 ft. 
   
  Type: Bo 
  Abilities: 2 Handed 
  Damage Rating: 1 
  Size: up to 6 ft. 
   
  Type: Rod 
  Abilities: mana Boost 
  Damage Rating: 1 
  Size: up to 3 ft. 
   
  If you don‘t know what a sword is then you can‘t play. 
   
  Type: Short  
  Abilities: Speed 
  Damage Rating: 1 
  Size: up to 3 ft. 
   
  Type: Long 
  Abilities: Bastard Grip 
  Damage Rating: 1 
  Size: up to 4 ft. 
   
  Type: Great 
  Abilities: Power, 2 Handed 
  Damage Rating: 2 
  Size: up to 6 ft. Min 5 ft. 
   
  Type: Rapier 
  Abilities: Pierce, Speed 
  Damage Rating: 2 
  Size: up to 3 ft. 
   
  Type: Double Ended (Made like a staff) 
  Abilities: 2 Handed 
  Damage Rating: 2 
  Size: up to 6 ft. Min 5 ft. 
   
  Well you can‘t accually hit people with your shield, 
  but theay are great for blocking other peoples weap-
  ons. Shields have different sizes, but 
  Note that a light press againt someone elses shield is 
  not considered hitting. 
   
  Type: Dual 
  Abilities: - 
  Damage Rating: - 
  Size: 6 in. Diameter (each) 
   
  Type: small  
  Abilities: - 
  Damage Rating: 1 
  Size: up to 1 ft. Diameter 
   
  Type: Medium 
  Abilities: -  
  Damage Rating: 1 
  Size: up to 15 in. Diameter 
   
  Type: Large 
  Abilities: - 
  Damage Rating: 2 
  Size: up to 18 in. Diameter 
   
  Type: Tower 
  Abilities: - 
  Damage Rating: 2 
  Size: up to 2 ft. Diameter 
   
   
  
   
  (Weapon Rules) 
  23 
  Well it‘s about time. This is were we show you the 
  rules for how to build safe but still fun weapons to use 
  within the MAKAI system. 
   
  1. Weapons must be safe, If a Judge deams the 
  weapon unsafe; then it‘s not safe. This of course 
  means you can‘t use it. 
  2. The stricking surface of a weapon should be 2.5 
  inches wide, by 1.5 inches wide minimum. We 
  recomend pool noodle, and camp foam. 
  3. The non stricking areas of a weapon must have at 
  least 1/2 an inch of padding. 
  4. Throwing weapons must have  have a 1/2 inch of 
  padding on there entire surface, minimum. 
  5. The core or shaft of the weapon can be made out 
  of graphite, pvc pipe, bamboo, fiberglas, kitespar, 
  or anything else deemed safe by a Judge. 
  6. You can never use wood, or metal. Ever. 
  7. Weapons must have a cloth cover. Tights make 
  for good weapon covers so rememebr that. 
  8. Weapons cannot leave marks, or bruises. 
  9. Any additional frills on a weapon, such as cross 
  gaurds, must have at least 1/2 an inch of padding. 
  10. Stricking tips of weapons, must have at least 1 1/2 
  inches of foam on them. 
  11. A weapon must have a pommel. This is a piece of 
  foam on the bottom of the handle that is at least 2 
  1/2 inches wide and has at least 1/2 an inch of 
  foam on the end. 
   
   
  (with pool noodle or Camp-pad foam): 
   
  1. Use a length of Fiberglass, Kite spar, PVC, or a golf 
  shaft for the core. Remove all sharp edges and points 
  from both ends of the core. 
  2. Cap both ends of the core with alternating layers of 
  tape and foam until the cap is secure and decidedly 
  dull. Cover the pommel with enough foam to ensure 
  that it is at least 2.5 inches in diameter. Note that all 
  pommels must meet this minimum size requirement 
  regardless of your specific fighting style. 
  3 a. To make a flat blade, sandwich the core between 
  several layers of camp-pad foam. 
  b. To make a round blade, you can use a piece of Fun-
  noodle™ that has a factory hole in the center, and cut 
  it to be the length of the blade. If your core moves 
  back and forth within the hole, you can tape a long 
  strip of camp pad foam to the shaft to reduce the noise 
  and prolong the life of the blade. Tape the base of the 
  pool noodle to the shaft very well. Packing  tape is 
  recommended for strength and weight. 
  4. Tape several pieces of closed cell foam over the top 
  of the sword with tape. You should have at least 3 lay-
  ers of closed cell foam (1.5 inches) on your stabbing 
  tip (possibly more for a two handed stabbing weapon, 
  such as a spear). 
  5. For the cover, choose a light, durable fabric. Cut it 
  to length plus three inches, and outside diameter plus 
  one inch., or just use a pair of tights. 
  6. Fold the fabric across and sew the side and top. 
  7. Roll the cover like a stocking, and then roll it down 
  the sword. 
  8. Secure the cover to the hilt with tape. 
   
  Similar to Magic, these attacks are supernatural in na-
  ture. However these abbilities are more martial in there 
  learning.  
   
  Boulder Crush 
  Rank: E 
  Type: Weapon Skill 
  Materials: Axe or Hammer 
  Incantation: Boulder Crush! 
  Range: Strike 
  Effect: A blow powerful enough to 
  pulverize rock. This attack deals an extra point of dam-
  age. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Skull Splitter 
  Rank: D 
  Type: Weapon Skill 
  Materials: Axe or Hammer 
  Incantation: Skull Splitter! 
  Range: Strike 
  Effect: Lands a mighty four-hit ―combo‖ on the en-
  emy. Acually a single strike this attack lets you desroy 
  any one single item the player is carrying 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Collossal Fissure 
  Rank: C 
  Type: Weapon Skill 
  Materials: Axe or Hammer 
  Incantation: (Jump in the air and strike the ground 
  
   
  (Weapon Rules) 
  24 
  with your weapon) Collossal Fissure! 
  Range: 10ft. Radius  
  Effect: An attack so powerfull it cracks the earth. This 
  attack does damage equal to your strength stat to anyone 
  caught inside its radius. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
  Violent Storm 
  Rank: A 
  Type: Weapon Skill 
  Materials: Axe or Hammer 
  Incantation: Violent Storm! 
  Range: Strike 
  Effect: A violent furry of axe strikes. Target may only 
  defend themselves for 10 seconds. Attack must connect 
  with the target or thier shield.  
  Limitations: Limitations or Restrictions 
  Notes: Notes 
  Graviton Bomb 
  Rank: S 
  Type: Weapon Skill 
  Element: Fire 
  Materials: Axe or Hammer 
  Incantation: (Jump in the air and strike the ground) 
  Graviton Bomb! 
  Range: 20ft radius 
  Effect: Creates a gigantic gravitational explosion. User 
  hits everyone in range.  
  Limitations: Limitations or Restrictions 
  Notes: Notes 
  Calamity Drive 
  Rank: S 
  Type: Weapon Skill 
  Materials: Axe or Hammer 
  Incantation: Calamity Drive! 
  Range: Strike 
  Effect: Each swing tears the fabric of space. This attack 
  deals double damage and cannot be blocked. 
  Limitations: May only be doen once per quest/game. 
  Notes: Notes 
  Poison Arrow 
  Rank: E 
  Type: Weapon Skill 
  Element: Nature 
  Materials: An arrow with a green arrow head. 
  Incantation: Poison Arrow! 
  Range: Strike (ammo) 
  Effect: Shoots an arrow with a poison tip. 
  Limitations: A player may only carry one poison arrow 
  at a time. 
  Notes: Notes 
  Dark Flash 
  Rank: E 
  Type: Weapon Skill 
  Element: Shadow 
  Materials: Bow 
  Incantation: Dark Flash! 
  Range: Strike (ammo) 
  Effect: Strikes fear into the heart of enemies. Causes 
  Poison 
  Limitations: Is not considered Nature. A player may 
  only carry one poison arrow at a time. 
  Notes: Notes 
  Delta Split 
  Rank: C 
  Type: Weapon Skill 
  Materials: Bow 
  Incantation: Delta Split! 
  Range: Strike (ammo) 
  Effect: Attacks from three directions at once. This illu-
  sion causes characters to fall asleep. This character is 
  considerd out of the game for 1 minute. 
  Limitations: . 
  Notes: Notes 
  Sturmhimmel 
  Rank: D 
  Type: Weapon Skill 
  Element: Lightning 
  Materials: An arrow with a yellow arrow head. 
  Incantation: Sturmhimmel! 
  Range: Strike (ammo) 
  Effect: Shoots electricly charged arrows. 
  Limitations:  
  Notes: Notes 
   
  Zielregen 
  Rank: C 
  Type: Weapon Skill 
  Element: Fire 
  Materials: Bow 
  Incantation: Zielregen! 
  Range: Strike (ammo) 
  Effect: Unleashes a rain of arrows. Target cannot use 
  spells or abbilities of anykind for 5 minutes. 
  Limitations: . 
  Notes: Notes 
  Doppelganger 
  Rank: S 
  Type: Weapon Skill 
  
   
  (Weapon Rules) 
  25 
   
  Materials: Bow 
  Incantation: Doppelganger! 
  Range: Strike (ammo) 
  Effect: Mirrow Images wreak total havok. This attack 
  deals double damage and cannot be blocked. 
  Limitations: May only be doen once per quest/game. 
  Notes: Notes 
  Triple Strike 
  Rank: E 
  Type: Weapon Skill 
  Materials: Fist 
  Incantation: Triple Strike! 
  Range: Strike  
  Effect: Victim is crippled by three lethal blows. If 
  victim is hit they are knocked back 10 ft. If Victims 
  shiled is hit they are still knocked back, but take no 
  damage. 
  Limitations: . 
  Notes: Remember not to accually punch someone! 
  Tiger Charge 
  Rank: D 
  Type: Weapon Skill 
  Materials: Fist 
  Incantation: Tiger Charge! 
  Range: Strike 
  Effect: Modelled after a tiger falling upon it‘s prey. 
  This attack does an extra 2 damage. 
  Limitations: Useable once per Fist Rank. 
  Notes: Notes 
  Lions Roar 
  Rank: D 
  Type: Weapon Skill 
  Materials: Projectile 
  Incantation: Lions Roar! 
  Range: - 
  Effect: Martial artists‘ specialty move. User throws a 
  charge of energy that does there regular damage plus 
  one additional damage. 
  Limitations: User must wait 5 minutes between uses. 
  Notes: Notes 
  King of Beasts 
  Rank: A 
  Type: Weapon Skill 
  Materials: Fist 
  Incantation: King of Beasts! 
  Range: - 
  Effect: Blindingly fast aerial combo. Target may only 
  defend themselves for 10 seconds. Attack must con-
  nect with the target or thier shield.  
  Limitations: . 
  Notes: Notes 
  Big Bang 
  Rank: A 
  Type: Weapon Skill 
  Element: Light 
  Materials: Fist 
  Incantation: Big Bang! 
  Range: - 
  Effect: Head on Collision with the sun. This attack 
  cannot be blocked. All of targets epuipment is des-
  royed and they are left with 3 L.P. 
  Limitations: Useable only once per quest/game. 
  Notes: Notes 
  Rising Dragon 
  Rank: S 
  Type: Weapon Skill 
  Materials: Fist 
  Incantation: Rising Dragon! 
  Range: - 
  Effect: Enemy is thrust into space, and slammed back 
  to earth. Cannot be blocked. Victim is instantly K.O.ed 
  Limitations: useable once per quest/game. 
  Notes: Notes 
  Tri-Burst 
  Rank: E 
  Type: Weapon Skill 
  Element: Ice 
  Materials: Gun 
  Incantation: Tri-Burst! 
  Range: Strike (ammo) 
  Effect: Fires three shots in a row. 
  Limitations: . 
  Notes: Notes 
  Rapid Fire 
  Rank: D 
  Type: Weapon Skill 
  Element: Fire 
  Materials: Gun 
  Incantation: Rapid Fire! 
  Range: Strike (ammo) 
  Effect: Shoots a target as it is lifted into the air. 
  Limitations: . 
  Notes: Notes 
  Proximal Shot 
  Rank: C 
  
   
  (Weapon Rules) 
  26 
  Type: Weapon Skill 
  Element: Light 
  Materials: Gun 
  Incantation: Proximal Shot! 
  Range: within 3ft. 
  Effect: A gunshot at pointblank range. This attack 
  does double damage and sends the user back 10 ft. 
  Limitations: . 
  Notes: Notes 
  Bullet Storm 
  Rank: B 
  Type: Weapon Skill 
  Materials: Gun 
  Incantation: Bullet Storm! 
  Range: Strike (ammo) 
  Effect: Shoots a target as it is lifted into the air. 
  Limitations: . 
  Notes: Notes 
  Totenkreuz 
  Rank: A 
  Type: Weapon Skill 
  Element: Fire 
  Materials: Gun 
  Incantation: Totenkreuz! 
  Range: Strike (ammo) 
  Effect: Incinerates an enemy in a cross of flame. 
  Limitations: . 
  Notes: Notes 
  Inferno 
  Rank: S 
  Type: Weapon Skill 
  Element: Fire 
  Materials: Gun 
  Incantation: Inferno! 
  Range: Strike (ammo) 
  Effect: Splits into four and blasts the enemy away. 
  Limitations: . 
  Notes: Notes 
  Impaler 
  Rank: E 
  Type: Weapon Skill 
  Materials: Spear or Polearm 
  Incantation: Impaler! (while jumping in the air) 
  Range: Strike  
  Effect: A jump attack that aims for an enemy‘s head. 
  This attack effects a player as per generic water, but 
  only for half the deration. 
  Limitations: . 
  Notes: Don‘t accually hit someone in the head! Is not 
  considered a water based attack. 
  Sky Lunge 
  Rank: D 
  Type: Weapon Skill 
  Materials: Spear or Polearm 
  Incantation: Sky Lunge! 
  Range: Strike  
  Effect: A vicious lungs at a helpless enemy. This at-
  tack does double damage to armor. 
  Limitations: This attack cannot harm a player. 
  Notes: Notes 
  Asteroid Drop 
  Rank: D 
  Type: Weapon Skill 
  Materials: Spear or Polearm 
  Incantation: Asteroid Drop! 
  Range: Strike (ranged) 
  Effect: Attacks enemies with the fury of a falling as-
  teroid. This attack destroys the first thing the weapon 
  touches.  
  Limitations: Will do normal damage if it hits a player 
  directly. You must be able to throw the spear. 
  Notes:  
   
  Avalanche 
  Rank: A 
  Type: Weapon Skill 
  Materials: Spear or Polearm 
  Incantation: Inferno! 
  Range: Strike  
  Effect: Overwelms the enemy like a crashing ava-
  lanche. Target is considerd to be affected as per ge-
  neric earth. This effect last 5 minutes 
  Limitations: . 
  Notes: You may throw the spear, if it is throwing le-
  gal. Is not considered an earth based attack.  
  Turbulence 
  Rank: C 
  Type: Weapon Skill 
  Element: Wind 
  Materials: Spear or Polearm 
  Incantation: Turbulence! 
  Range: Strike (pierce) 
  Effect: Mighty spear thrust that pierces the heavens. 
  This attack must be done in a stabbing or thrusting 
  manner. You may choose to ignore a players shield. 
  Limitations: May only be done once per quest/game 
  for very point of strength the user has. 
  Notes: Notes 
  
   
  (Weapon Rules) 
  27 
  Spear Storm 
  Rank: A 
  Type: Weapon Skill 
  Element: Fire 
  Materials: Spear or Polearm 
  Incantation: Spear Storm! 
  Range: Strike / 20 ft. radius 
  Effect: Reign of fiery spears consumes all. The target 
  and all players within  20 ft. of the initial target take fire 
  damage equal to the spear plus one. 
  Limitations: . 
  Notes: You may throw the spear, if it is throwing legal. 
  Blade Rush 
  Rank: E 
  Type: Weapon Skill 
  Materials: Sword or dagger 
  Incantation: Blade Rush! 
  Range: Strike (while running) 
  Effect: Dash attack that slices enemies in half. This at-
  tack does an extra point of damage and grants the user a 
  free usage of speed. 
  Limitations: May only be used a numberof times per 
  quest/game equal to the users stamina. 
  Notes: ! 
  Hurricane Slash 
  Rank: D 
  Type: Weapon Skill 
  Element: Wind 
  Materials: Sword or Dagger 
  Incantation: Hurricane Slash! 
  Range: Strike  
  Effect: Target is at the mercy of a raging hurricane. Tar-
  get is affected as per Generic Wind. 
  Limitations: . 
  Notes: ! 
  Wind Cutter 
  Rank: D 
  Type: Weapon Skill 
  Materials: Sword or Dagger 
  Incantation: Wind Cutter! 
  Range: Strike  
  Effect: Powerfull swing wich casues a razor-sharp wirl-
  wind. Target takes one damage regardless of weather or 
  not they blocked the shot. 
  Limitations: Will damage armore before it damages a 
  player. 
  Notes: ! 
  Winged Slayer 
  Rank: C 
  Type: Weapon Skill 
  Materials: Sword or Dagger 
  Incantation: Winged Slayer! (while jumping) 
  Range: Strike  
  Effect: A devastating strike from the sky. This attack 
  will damage everyone within 10ft. Of the origional tar-
  get. 
  Limitations: . 
  Notes: ! 
  Nightsever 
  Rank: S 
  Type: Weapon Skill 
  Materials: Sword or Dagger 
  Incantation: Nighsever! 
  Range: Strike  
  Effect: A sword slash that severs the dark of the night. 
  This attack does double damage and cannot be blocked. 
  Limitations: . 
  Notes: ! 
  Dimention Slash 
  Rank: A 
  Type: Weapon Skill 
  Element: Heaven 
  Materials: Sword or Dagger 
  Incantation: Dimention Slash! 
  Range: Strike  
  Effect: It‘s power echoes through the universe. This 
  attack destroys all armor, and equipment on the target. 
  The User is also invulnerable while using this attack. 
  Limitations: . 
  Notes: ! 
  Mana Rush 
  Rank: E,D,C,B,A 
  Type: Weapon Skill 
  Materials: Staff or Rod 
  Incantation: Mana Rush! 
  Range: - 
  Effect: Increases the Range of the users spells by 1 ft 
  per rank purchased. 
  Limitations: May only be used a numberof times per 
  quest/game equal to the users Mana. 
  Notes: ! 
  Mana Boost 
  Rank: S 
  Type: Weapon Skill 
  Materials: Staff or Rod 
  Incantation: - 
  Range: - 
  Effect: Lets the user cast Rank S Magic. 
  
   
  (Rules of Magic) 
  28 
  1) Magic must be cast loud enough so that the player 
  who is the target of said spell can hear it, and knows 
  what spell is being cast. 
  2) Incomplete or interrupted magic has no effect, and 
  does not count as if it were used.  
  3) Any hand being used to cast magic must be empty 
  with the exception of magical components or the 
  target of a touch spell  
  4) All magic is listed as a spell, enchantment, or trait. 
  This distinction can have a great impact on play so 
  note it carefully. 
   
  1) Players themselves may only have one enchantment 
  at a time. Enchantments on weapons , armor, etc. 
  Do not count towords this limit. 
  2) A piece of equitment, sword, shield, armor, etc. 
  May only have one enchantment placed ont it at a 
  time. 
  3) When a player dies, any enchantments they had are 
  lost.  
  4) Some enchantments last for a set amount of time 
  depending on the spell. This may be influenced by 
  things such as injury, or being knocked out. 
  5) Enchantments must be denoted by a visible Ofuda, 
  rune, or some type of marker and announced if 
  asked. 
  6) Enchantments nullified must be removed. Enchant-
  ments on a dead player should remain while on the 
  battlefield as they may affect attempts to Resurrect, 
  Talk to Dead, etc  
  7) If already wearing your maximum number of en-
  chantments, you may simply choose to just drop an 
  enchantment before receiving another one.  
  8) When Enchantments are placed on an object, they 
  cover the whole object inside and out. So if a player 
  is wearing a tunic that is imune to water magic, and 
  is hit by water magic, they may ignore it if the wa-
  ter magic hit were the tunic is covering. If said 
  magic hits the player were the tunic is not covering, 
  they are affected as normal. 
   
  1) A player may only carry a number of magical pro-
  jectiles alloted to them by there purchased spells. 
  Example: A player has purchased a spell that  has 
  alloted them two magical projectiles, this will allow 
  the player to carry the two purched projectiles and 
  no more. 
  2) A magic-user may have no more than two types, or 
  elements or styles of magical projectiles charged at 
  a time. 
  3) Barring any enchantments or magical effects, garb 
  strikes count as hitting the player if the magic pro-
  jectilewould have continued on to hit the player. i.e. 
  You may not block Lightning Bolts with your 
  cloak.  
  4) All players must have a list of which magic they 
  have bought on them at all times. Failure to have 
  this list renders a player incapable of casting magic. 
  But some spells require a musical instrument (your 
  voice is sufficient) along with a spell list. Failure to 
  wear appropriate garb also negates the ability to use 
  magic.  
  5) Beginning an incantation discharges all of your 
  unused magical projectiles and interrupts the incan-
  tation of any other magic you were casting.  
  6) Spells completely cast and enchantments discharged 
  are considered used, even if they were ineffective 
  against their targets. The same is true of all abilities. 
  Example, a player Death Touch attempts to use it 
  on another player who is iummune to that spell. The 
  Death touch is discharged and used up, but with no 
  effect. 
  7) In the event of a conflict between magic that is not 
  directly covered by the rules, the higher-level magic 
  is considered more powerful. If the magic is of the 
  same level, the defensive magic is more powerful  
  
   
  (Rules of Magic) 
  29 
  In MAKAI, there are 10 different elements in which 
  magic corresponds to. The elements determine, and can 
  also change things like: status effects, amount of dam-
  age received, or dealt, etc. 
   
  Name: Earth 
  Color: Brown 
  Status: Petrified 
  Effect: Player struck is turned to stone. That 
  player cannot harm anyone, or be harmed for one min-
  ute. 
   
  Name: Fire 
  Color: Red 
  Status: Enflamed 
  Effect: Player must choose a weapon that they are ac-
  tively using (most likely one in there hand). That 
  weapon may not be used for 1 minute. 
   
  Name: Heaven 
  Color: White 
  Status: Beneficent 
  Effect: Player may not attack anyone for 1 minute. They 
  may however defend themselves. 
   
  Name: Ice 
  Color: Light Blue 
  Status: Frost bite 
  Effect: One of the players limbs is frozen and cannot be 
  moved. If the torso is struck, the caster may choose a 
  limb. 
   
  Name: Light 
  Color: Orange 
  Status: Blind 
  Effect: Player can do absolutely nothing for 5 seconds. 
  Afterwards they cannot run or jump, for 30 seconds. 
  They may however Jog lightly. 
   
  Name: Lightning 
  Color: Yellow 
  Status: Shock 
  Effect: Player is stunned and can do absolutely nothing 
  for 10 seconds. 
   
  Name: Nature 
  Color: Green 
  Status: Poison 
  Effect: Player will die in 1 minute, if a cure is not taken. 
   
  Name: Shadow 
  Color: Black 
  Status: Darkness 
  Effect: Darkness surrounds the character so 
  that all ranged attacks that the affected player makes for 
  the next one minute are automatically negated. 
   
  Name: Water 
  Color: Dark Blue 
  Status: Drenched 
  Effect: A player hit with this status effect can 
  no longer run, jog, or jump for 1 minute. 
   
  Name: Wind 
  Color: Purple 
  Status: Downed 
  Effect: Player is surrounded by wind, and 
  cannot move there feet for 1 minute. As a bonus, they 
  are immune to projectiles, and ammo for the time being. 
   
  When Dealing with Elements, the effects listed under 
  any element is a generic effect.  It should only be used if 
  an element is listed, but an effect is not. Examples in-
  clude, traps, and Weapon Skills. 
   
  
   
  (Rules of Magic) 
  30 
  This brand of magic is simple yet effective.  
  Rank E 
  No change to incantation.  
     0 magical projectiles.  
     Damage: 0 
  Rank D  
     No change to incantation.  
     1 magical projectile.  
     Damage: 1 
  Rank C 
     Add ―Mega‖ before the spells name.  
     2 magical projectiles.  
     Damage: 2 
  Rank B 
     Add ―Giga‖ before the spells name.  
     3 magical projectiles.  
     Damage: 3 
  Rank A 
     Add ―Omega‖ before the spells name.  
     4 magical projectiles.  
     Damage: 4 
  Rank S 
     Add ―Tera‖ before the spells name.  
     5 magical projectiles.  
     Damage: 5 
   
  Example: Steve has a mana level of 3. This means that 
  he can purchase spells up to ranks E, D, and C level 
  spell. To cast it as a rank D he simply pulls out a magi-
  cal projectile says the incantation ―Fire!‖ as he throws it. 
  To cast as a rank C he pulls out up to 2 magical projec-
  tiles and says the incantation ―Mega Fire!‖ just before 
  he throws it. To cast S ranked spells you must find a 
  way to have a mana level of six. 
   
  Earth 
  Rank: Varies 
  Type: Magic 
  Materials: Brown Magical Projectile 
  Incantation: Earth! 
  Range: - 
  Effect: Player takes earth damage based upon the cast-
  ers spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Fire 
  Rank: Varies 
  Type: Magic 
  Materials: Red Magical Projectile 
  Incantation: Fire! 
  Range: - 
  Effect: Player takes fire damage based upon the casters 
  spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Fire 
  Rank: Varies 
  Type: Magic 
  Materials: Red Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes fire damage based upon the casters 
  spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Heaven 
  Rank: Varies 
  Type: Magic 
  Materials: White Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes Heaven damage based upon the 
  casters spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Ice 
  Rank: Varies 
  Type: Magic 
  Materials: Light Blue Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes ice damage based upon the casters 
  spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Light 
  Rank: Varies 
  Type: Magic 
  Materials: Orange Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes Light damage based upon the cast-
  ers spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Lightning 
  Rank: Varies 
  Type: Magic 
  Materials: Yellow Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes lightning damage based upon the 
  casters spell rank. 
  
   
  (Rules of Magic) 
  31 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Nature 
  Rank: Varies 
  Type: Magic 
  Materials: Green Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes nature damage based upon the 
  casters spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Shadow 
  Rank: Varies 
  Type: Magic 
  Materials: Black Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes shadow damage based upon the 
  casters spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Water 
  Rank: Varies 
  Type: Magic 
  Materials: Dark Blue Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes water damage based upon the 
  casters spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Wind 
  Rank: Varies 
  Type: Magic 
  Materials: purple Magical Projectile 
  Incantation: Varies 
  Range: - 
  Effect: Player takes wind damage based upon the cast-
  ers spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Healing magic works in the exact same way as Ele-
  mental magic but in reverse. In stead of taking life 
  points it resores them. Healing magic differs in that it 
  is engulfing, this means that if it hits the player or any 
  of there equipment; the player is the one that recieves 
  the life points. Not said players sword, shield, or ar-
  mor. Healing magic may also be done by touching a 
  players shoulder, instead of throwing  a magical pro-
  jectile. 
   
  Heal 
  Rank: Varies 
  Type: Magic 
  Materials: White Magical Projectile 
  Incantation: Heal! 
  Range: - 
  Effect: Player regains life points based upon the cast-
  ers spell rank. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Espoir 
  Rank: D 
  Type: Magic 
  Materials: - 
  Incantation: Heal! 
  Range: Touch 
  Effect: Removes any and all bad status effects. 
  Limitations: Limitations or Restrictions 
  Notes: Notes 
   
  Resurect 
  Rank: B 
  Type: Magic 
  Materials: - 
  Incantation: Resurect! 
  Range: - 
  Effect: A K.O.ed player is brought out of K.O. status, 
  and is resoted one life. 
  Limitations: may only be done a number of times per 
  quest/game equal to your mana level. 
  Notes: Notes 
   
  Support magic is slightly different than elemental or 
  healing magic. Instead of doing damage, or reversing 
  damage; it raises your stats, or cancels out magic 
  spells, or lowers stats. 
   
  Armor Break 
  Rank: D 
  Type: Magic 
  Materials: Magic Projectile 
  Incantation: Armor Break! 
  Range: - 
  Effect: Destroys all of a players armor. 
  Limitations: may only be done a number of times per 
  quest/game equal to your mana level. 
  Notes: Notes 
   
  
   
  (Rules of Magic) 
  32 
  Blind 
  Rank: C 
  Type: Magic 
  Materials: Magic Projectile. 
  Incantation: Blind! 
  Range: Touch 
  Effect: Causes Blind. 
  Limitations: Lasts 5 minutes. Is not considered 
  Shadow. 
  Notes: Notes 
   
  Braveheart 
  Rank: D 
  Type: Magic 
  Materials: Ofuda or Runes. 
  Incantation: Braveheart! 
  Range: Touch 
  Effect: Raises a characters strength by one, plus an 
  additional point at ranks B, and S. 
  Limitations: Lasts one minute 
  Notes: Notes 
   
  Enfeeble 
  Rank: D 
  Type: Magic 
  Materials: Magical Projectile. 
  Incantation: Enfeeble! 
  Range: - 
  Effect: Lowers a characters strength by one, plus an 
  additional point at ranks B, and S. 
  Limitations: Lasts one minute 
  Notes: Notes 
   
  Magic Boost 
  Rank: D 
  Type: Magic 
  Materials: Ofuda or Runes 
  Incantation: Magic Boost! 
  Range: Touch 
  Effect: Caster may raise a players mana level by 1 
  point, plus an additionl point at ranks B and S. This 
  does not give the recipient access to any new spells, 
  but it does improve on the ones they already know, 
  allowing them to cast at spell ranks higher then they 
  are normally capable of. 
  Limitations: Lasts 5 minutes per mana level of the 
  caster. A player may only have this spell cast on them 
  once per quest/game. 
  Notes: Notes 
   
  Magic Wall 
  Rank: D 
  Type: Magic 
  Materials: Ofuda or Runes 
  Incantation: Magic Wall! 
  Range: Touch 
  Effect: Player may ignore the next spell that hits them. 
  Limitations: May only be cast a number of times per 
  quest/game equal to your mana level. A player may 
  only wear one magic wall at a time. 
  Notes: 
   
  Mind Break 
  Rank: B 
  Type: Magic 
  Materials: Magic Projectile 
  Incantation: Mind Break! 
  Range: Touch 
  Effect: Targets Mana rank is lowered by your mana 
  rank. 
  Limitations:  
  Notes: Notes 
   
  Resist Break 
  Rank: B 
  Type: Magic 
  Materials: Magic Projectile 
  Incantation: Resist Break! 
  Range: Touch 
  Effect: Targets Stamina rank is lowered by your mana 
  rank. 
  Limitations:  
  Notes: Notes 
   
  Shield 
  Rank: E 
  Type: Magic 
  Materials: Ofuda or Runes 
  Incantation: Shield! 
  Range: Touch 
  Effect: Player gains an armor point. 
  Limitations: This may be cast up to 2 times at once on 
  a player. Usable once per mana rank. 
  Notes: Notes 
   
  Speed Boost 
  Rank: A 
  Type: Magic 
  Materials: Ofuda or Runes 
  Incantation: Shield! 
  Range: Touch 
  Effect: Player gains an armor point. 
  Limitations: This may be cast up to 2 times at once on 
  a player. Usable twice per life. 
  Notes: Notes 
   
  Target Lock 
  Rank: C 
  
   
  (Rules of Magic) 
  33 
  Type: Magic 
  Materials: Ofuda or Runes 
  Incantation: Target Lock! 
  Range: Touch 
  Effect: Player Ignores ―Speed‖. 
  Limitations: Usable once per life. 
  Notes: Notes 
   
   
  Slow 
  Rank: C 
  Type: Magic 
  Materials: Magic Projectile 
  Incantation: Slow! 
  Range: Touch 
  Effect: Player may not run or jog, only walk. May not 
  use the ―speed‖ trait either. 
  Limitations:  
  Notes: Notes 
  
   
  (Shopping and Money 
  34 
  Spells 
  (cast by the Judge.  Only enchantments and spells are for sale.  Enchantments may be sold as scrolls for +10 
  gold above cost.  Spells may be sold as potions for no cost difference.  Judge has final approval over which 
  spells may be sold.  Enchant strips from the guildhall will be bright orange with the spell name spelled out on 
  the strip.) 
   
  Elemental Magic  
    5 x Spell Rank  
  2 per spell 
   
  Healing Magic 
   
  10 x Spell Rank  
  2 per spell 
   
  Support Magic 
   
  10 x Spell Rank  
  2 per spell 
   
  Generic Magic 
   
  20 x Spell Rank  
  2 per spell 
   
  Mend Weapon 
   
   
  Weapon Length x 2 
  Unlimited 
  New Weapon 
   
   
  Xp cost x 5 
   
  Unlimited 
  Mend Shield 
   
   
  5 
   
   
  Unlimited 
  New Shield 
   
   
  Shield Size x 5 
   
  Unlimited 
  Mend Armor 
   
   
  5 per point 
   
  Unlimited 
  New Armor 
   
   
  10 per point 
   
  5 per character. 
   
  Heal Potion 
   
   
  5 
   
   
  1 per Rank 
  Cure Potion 
   
   
  10 
   
   
  1 per Rank 
  Phoenix Down 
   
   
  50 
   
   
  2 per Quest/Game. 
   
  Holy Symbol* 
   
   
  50 
   
   
  20 
  Holy Icon** 
   
   
  200 
   
   
  2 
  Lives 
   
   
   
  150 
   
   
  One Per Person per Quest/Game 
   
  * - Any Undead touching someone wearing a Holy Symbol take 3 damage. 
  ** - A Holy Icon allows a player to Turn Undead once per Life.  In addition, a Holy Icon counts as a Holy 
  Symbol. 
  
   
  (Rules of Magic) 
  35 
  Elemental Slash 
  Cost: l5 
  Type: Elemental—Variable 
  Materials: A weapon without the 
  Pirce trait. 
  Incantation: ―Element‖ Slash! 
  Range: - 
  Effect: Casues the users weapon 
  to gain an elemental damage type 
  of there choice, do an additional 
  +10 damage, and will automaticly 
  ignore any shield or armor on the 
  next hit. 
  Limitations: May only be used 
  once per quest/game. 
  Notes: The word ―element‖ in the 
  incantation is replaced with the 
  appropriate element I.E. ―Fire 
  Slash!‖, would be used to deal fire 
  
SOURCE: textdata/thevault/MAKAI/MAKAI 1st Edition.pdf