Assassinate*

Prerequisite(s): Backstab +3

The Assassinate skill allows a character to kill a victim once a day for every time the skill is purchased. This attack requires a one-handed edged weapon, must be by surprise, and come from behind the victim. A successful Assassinate will put the victim at the Dead status. Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) will not protect against an assassinate.

If a player suspects an assassination attempt from someone behind him, he can negate the assassination by saying, "I know you are back there," or by otherwise indicating he is aware of the assassin's presence.

An assassination attempt may not be negated by the Dodge skill (see Dodge, below), nor may it be parried by a Critical Parry (see Critical Parry, below).

Assassinate may be bought after every three Backstabs.

Each player with this skill will be given his Assassinate Tags (one for each time purchased) at Check-In and at each Spell-Reset. Until a character has reached Master Assassin status (3 Assassinates), he must choose either an assassinate or  a dodge when he receives his tag. Master Assassins do not have this restriction and can choose during the combat to use either an assassinate or dodge.

Backstab*

Prerequisite(s): Waylay

The Backstab skill adds 1 point to the character's base damage with a one-handed edged weapon for every time the skill is purchased, and it may be used with either hand. If a character knows the Two Weapons skill, he may add one (1) point of damage to each hand. This is an attack that is from behind the target, not just hitting them in the back with your weapon, although you must be standing behind your target it does not have to be from surprise.

Critical Slay*

Prerequisite(s): Weapon Proficiency +2

The Critical Slay skill allows a character to immediate drop a character to bleeding to death status with one blow, once a day for every time the skill is purchased. When learning a Critical Slay, the character must choose which hand this skill is to be used, as well as with which weapon.

In order to use this skill, the attacker must announce he is using a Critical Slay by stating, "Prepare to Die, Slay!". At this point his Slay is now "active" and the attacker has one minute to use the Slay. If the Slay is not used immediately, the attacker must continue to say "Slay Active". When the attacker is ready to make contact with the victim, the attacker must say "Slay" and then hit the victim. If the attacker does not connect with a target within the one minute, the Slay is expended.

A Critical Slay will put the victim at bleeding to death status, and he will die in one minute. A Critical Slay bypasses armor and, therefore, will not affect the victim's Armor Points.

However, if the victim has Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) active on him when he is slain, then the victim is left with one Body Point. Also, an attempt to slay a character may be negated by the Critical Parry, Fatal Parry or Shield Parry skills (see below). Missile slays may only be parried with Shield Parry skills. The Dodge skill (see Assassinate) also allows a character to dodge a Critical Slay; however it does not parry the Slay. The Slay remains active, and the defending character loses a Dodge.

Critical Slay may be purchased after every two Weapon Proficiencies.

Each player with this skill will be given his Critical Slay Tag(s) (one for each time purchased) at Check-In and at each Spell-Reset. When the skill is used, the Critical Slay Tag should be torn off the skill ring.

Critical Parry

A character who knows the Critical Slay skill has the option of using it as a Critical Parry instead. If a opponent activates his Critical Slay by saying "Prepare to Die!", a player with an available Critical Slay may say "Critical Parry" to negate the slay, provided he is holding his weapon, and it is free. Using the Critical Slay skill as a Critical Parry expends the Critical Slay.

Although it is not necessary to actually parry or block the attack, Critical Parry may only be used against attacks, which the person could logically block. If a character with a Critical Slay can place himself between the victim and the attacker, then he may negate the Slay with his Critical Parry.

In addition, this skill allows a character to parry any physical blow one time for each time the skill is bought. The character must call "critical parry" in order to dodge the blow. Magical effects, e.g. spells, may not be parried. However a blow from a weapon, or an object, even if it is magical, may be parried, e.g. "30 Magic Boulder."

Dodge

Prerequisite(s): Backstab +3

A character who knows the Assassinate skill has the option of using it as a Dodge instead. The Dodge skill will allow a character ONCE per combat to dodge any non-surprise, not area effect attack. (i.e. Waylay, Assassinate, 5’ radius trap explosion, spell packet from behind, etc.).

If a player is hit with a spell or other packet attack, he may say "Dodge" to negate the attack, provided of course he has an available dodge. Using the Assassinate skill as a Dodge expends the Assassinate.

A character with an available Dodge may not place himself between a victim and an attacker after the attack has been announced (i.e. after a spell verbal has been started, after a Critical Slay has been announced, etc.) and dodge the attack.

Dodge Block

Prerequisite(s): Dodge

The Dodge Block skill allows the character, if within arms reach of another to “Dodge Block” and take the intended attack upon his or herself instead of the victim they are saving. This is done by touching the intended target softly and speaking aloud “Dodge Block”. The character using the Dodge Block can not then use a Dodge Skill to evade the attack his or herself.

Fatal Blow*

Prerequisite(s): Warriors only  +8 Proficiency and 3rd Critical Slay

The Fatal Blow skill allows a warrior to kill, with one blow, another character or creature, once a day for every time the skill is purchased. When learning a Fatal Blow, the warrior must choose which hand this skill is to be used, as well as with which weapon.

In order to use this skill, the attacker must announce he is using a Fatal Blow by stating, "Prepare to Die!”. At this point his Fatal Blow is now "active" and the attacker has one minute to use the Fatal Blow. If the Blow is not used immediately, the attacker must continue to say "Fatal Blow Active". When the attacker is ready to make contact with the victim, the attacker must say "Slay, Fatal Blow!" and then hit the victim. If the attacker does not connect with a target within the one minute, the Fatal Blow is expended.

A Fatal Blow will bring the victim to the dead status, thus not even requiring a killing blow. A Fatal Blow bypasses armor and, therefore, will not affect the victim's Armor Points. Neither First Aid nor any healing spell will save the victim once slain.

A Fatal Blow also causes twice the amount of damage against creatures that normally take a reduced amount of damage from a critical slay.

However, if the victim has Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) active on him when he is slain, then the victim is left with one Body Point. Also, an attempt to slay the warrior with a Fatal Blow may be negated by the Fatal Parry skill (see below listing). The Dodge skill (see Assassinate) also allows a character to dodge a Fatal Blow; however it does not negate the attack. The Fatal Blow remains active, and the defending character loses a Dodge. The Fatal Blow Skill can not be "parried" by a Critical Parry, it can only be parried by a Fatal Parry. See Below.

Fatal Blows may be purchased in lieu of critical slays after obtaining three critical slays.

Each player with this skill will be given his Fatal Blow Tag(s) (one for each time purchased) at Check-In and at each Spell-Reset. When the skill is used, the Fatal Blow Tag should be torn off the skill ring.

Fatal Parry

A warrior who knows the Fatal Blow skill has the option of using it as a Fatal Parry instead. If a opponent activates his Critical Slay or Fatal Blow by saying "Prepare to Die!", a player with an available Fatal Blow may say "Fatal Parry" to negate the slay or fatal blow, provided he is holding his weapon, and it is free. Using the Fatal Blow skill as a Fatal Parry expends the Fatal Blow.

Although it is not necessary to actually parry or block the attack, Fatal Parry may only be used against attacks which the person could logically block. If a warrior with a Fatal Blow can place himself between the victim and the attacker, then he may negate the Critical Slay or Fatal Blow with his Fatal Parry.

In addition, this skill allows a warrior to parry any physical blow one time for each time the skill is bought. The warrior must call "fatal parry" in order to dodge the blow. Magical effects, e.g. spells, may not be parried. However a blow from a weapon, or an object, even if it is magical, may be parried, e.g. "30 Magic Boulder."

Florentine

Prerequisite(s): Weapon Skill(s)

The Florentine skill allows a character to fight with two weapons provided one of them is no larger than a small weapon. If the player calls different damages for each hand, then the proper damages must be called for each blow. Spears may not be used in this combination.

Damage for each weapon must be called based on the proficiencies for both weapons for both hands. For instance, if a character has a +2 Weapon Proficiency in his right hand with one-handed edged weapons and no proficiencies in the left hand, he would call four damage with the weapon in his right hand and one damage with the dagger-sized weapon in his left hand.

Fortify

Prerequisite(s): None

The Fortify Skill allows the character to increase his body points. Fortify may be purchased multiple times, and the additional body gained from this skill is not limited by class maximums.  For each time this skill is purchased Warriors, Knights, Dark knights, Rangers and Runesmiths gain 3 body, Rogues and Templars gain 2 body, and Scholars or Sorcerers gain 1 body.

Weapon Proficiency*

Prerequisite(s): Weapon Skill

The Weapon Proficiency skill allows a character to increase the amount of damage he does with a weapon, by one point, for every time the skill is purchased. The weapon and hand chosen for this skill must chosen at time of learning the skill.

A character may be proficient in more than one weapon and hand, but each Weapon Proficiency must be bought separately, with a respective purchase of  weapon and applicable hand.

Shield Parry/Shield Fatal Parry

Prerequisite(s): 1 Critical Slay and Shield Skill/3 Shield Parries

This skill allows a character with a shield to have a critical parry skill that can be used with his shield only. (See critical parry above) They can purchase one Shield Parry Skill for every Critical Slay in a none missile weapon they posses. After obtaining three Shield Parries character may then purchase Shield Fatal Parry. The Shield Fatal Parry allows the character to "parry" either the Critical Slay attack or the Fatal Blow attack thus taking no damage from the attack.

Two Weapons

Prerequisite(s): Florentine

The Two Weapons skill allows a character to use two weapons, one in each hand, during combat. One of the weapons must be no longer than 32 inches, and the other no longer than 44 inches. Neither can be a two-handed weapon of any kind. Spears may not be used in this combination.

Damage for each weapon must be called based on the proficiencies for both weapons for both hands. For instance, if a character has a +2 Weapon Proficiency in his right hand with one-handed edged weapons and no proficiencies in the left hand, he would call four damage with the weapon in his right hand and two damage with the weapon in his left hand.

Waylay

Prerequisite(s):  Appropriate Weapon Skill

The Waylay skill allows a character to attempt to sneak up on another character from behind and knock him unconscious. The character with the Waylay skill accomplishes this by getting behind his victim and attacking him without the victim expecting the attack. The attack is performed with a tap on a shoulder blade, with the butt end of a Waylay-safe approved weapon (any small weapon which is properly padded), and saying "Waylay".

A character which, has been successfully waylaid, loses one Body Point and remains unconscious for 10 minutes. If the attacker uses an Endow (E,2) or Empower (C,1) spell in conjunction with the Waylay skill, the victim will lose three Body Points. A character who has been waylaid may be brought back to consciousness by either one minute of First Aid (the character will not regain the Body Point(s) lost to the waylay) or a curative (a healing spell or potion) which exceeds the amount of damage inflicted by the waylay.

If a character is successfully waylaid, he will not know who his attacker was.

If a player suspects a waylay from someone behind him, he can negate the waylay by saying, "I know you are back there", or otherwise signifying he is aware of the attacker’s presence. Victim will still take the damage from the blow if it is carried out, however.

Metal armor which covers the back of head and neck areas will negate a waylay, as will Armor of the Dead (E,7), Mage Armor (C,5), or Spirit Armor (E,7) spells. However, the damage inflicted by the waylay must be removed from either the metal armor or expends the Armor of the Dead, Mage Armor, or Spirit Armor.

An Endowed Magical Waylay is a special form of Waylay imparted through a Formal Magic Ritual. It will waylay through any protection short of toughness or threshold. This will also expend Armor of the Dead, Mage Armor, or Spirit Armor if the victim has one active.

Non-humanoid creatures that have no necks, (i.e. snake), or a creature whose head is too high off of the ground to reach, (i.e. giant), are impossible to waylay.

Weapon Skills

Prerequisite(s): None

The Weapon skill allows a character to use a particular type of weapon. For one-handed weapons, a player may use the weapon in either hand. This skill allows the player to call the base damage for that weapon (see Weapons section). The list below shows the different types of weapons from which the character may choose:

Bow

The Bow skill allows a character to use a standard bow (not more than 15lb pull) to shoot a projectile made COMPLETLEY of foam. If a bow is used to block attacks or is struck for damage while being held, it is rendered useless until reset or is repaired- including magical or indestructible bows. Each proficiency in bow grants +2 damage instead of +1 damage. Arrows can be 'seen', but spent arrows may be picked up OOP during a hold - but a hold may not be called to pick up an arrow off the ground. It is the player's responsibility to provide and keep track of his own arrows. Spent arrows may only be picked up off the ground by the original owner (they cannot be stolen). It is best to uniquely mark your arrows to prevent accidental mix-ups.

 

Crossbow

The Crossbow skill allows a character to use a crossbow type device (not more than 15lb pull) to shoot a projectile made COMPLETLEY of foam. If a crossbow is used to block attacks or is struck for damage, it is rendered useless until reset or repaired - including magical or indestructible bows. Each proficiency in crossbow grants +2 damage instead of +1 damage. Bolts can be 'seen', but spent bolts may be picked up OOP during a hold - but a hold may not be called to pick up a bolt off the ground. It is the player's responsibility to provide and keep track of his own bolts. Spent bolts may only be picked up off the ground by the original owner (they cannot be stolen). It is best to uniquely mark your bolts to prevent accidental mix-ups.

 

 

One-Handed Blunt

The One-Handed Blunt weapon skill allows a character to use a blunt weapon, which requires only one hand to wield. A blunt weapon deals no damage when used as a thrusting weapon.

One-Handed Edged

The One-Handed Edged skill allows the character to use an edged weapon, which requires only one hand to wield. This skill includes a one-handed spear.

Polearm

The Polearm skill allows a character to use a polearm weapon. Polearms, by definition, require two hands to wield.

Small Weapon

The Small Weapon skill allows a character to wield any small weapon. A small weapon is defined as any weapon under 24 inches in length, be it edged or blunt, and is used in close combat.

Staff

The Staff skill allows the character to fight using a staff, which must be wielded with both hands. This skill does not confer the ability to use other Two-Handed Blunt weapons. The staff may not be used as a thrusting weapon.

Thrown Weapon

The Thrown Weapon skill allows a character to use a weapon which must be thrown to do damage.

This skill and an Endow (E,2)/Empower (C,1) spell are required for a character to throw a boulder. Damage from a thrown boulder is three (3) points for a with an Endow/Empower and five (5) points with a Greater Endow (E,4).

Two-Handed Blunt

The Two-Handed Blunt weapon skill allows a character to use a blunt weapon which requires both hands to wield. A blunt weapon deals no damage when used as a thrusting weapon.

Two-Handed Sword

The Two-Handed Sword skill allows a character to wield a two-handed sword only. Any other edged weapon that requires two hands to wield is a polearm (see Polearm above)

Weapons Mastery

Prerequisite(s): None

Weapon mastery skills available are One-Handed Mastery, Two-Handed Mastery, and Missile Mastery. These skills allow a character to pick up any weapon which the character's race can use and wield it. These skills count as upgrades to their prior weapon skills, allowing the player to use his proficiencies and slays for all weapons in the appropriate mastery group. If the character purchases One and Two-handed Weapons Masteries, his proficiencies and slays extend to include both groups. Proficiencies and slays do not transfer to Missile Mastery, they must be learned independently.

Wear Extra Armor*

Prerequisite(s): None

The Wear Extra Armor skill increases a character's maximum number of Armor Points above his normal class restrictions.  The character's maximum is increased by five for every time the skill is purchased. Templars may not purchase this more than five times, Rogues four times and scholars/sorcerers two times.

 

Armorsmith*

Prerequisite(s): None

The Armorsmith skill allows a character to repair up to five points of armor in the field for each time the skill is purchased. Armor is repaired at the rate of five (5) points per minute.

This skill may be purchased no more than 20 times thus allowing a character to repair up to a total of 100 points of armor per day. This skill will repair all armor including cloth and leather armor. The Armorsmith skill once purchased up to level 5 will allow the character to repair one destroyed weapon per spell rest. Purchasing level 10 will allow the character to repair two weapons per spell reset.

Each player with this skill will be given his Armor Repair Tags at Check-In and at each Spell-Reset.

Astrology

Prerequisite(s): Read and Write

The Astrology skill allows a character to earn a living as an astrologer or fortune-teller. One can only learn one type of forecasting at a time; possession of one specialty does not confer expertise in another. For example, if one chooses to be able to forecast by casting bones, one cannot also read cards without buying the astrology skill again.

Astrologers are able to make predictions for characters and events. These can be useful for an adventuring party that wishes to know if the "planets are in the correct alignment" for their quest.

Although sometimes the Plot Committee may provide information relating to modules or adventures with certain astrologers This skill does not guarantee any special knowledge.

Craftsman (type) 

Prerequisite(s): None

The craftsman skills listed below are used for role playing purposes only. They are here to help players flesh out their characters.

No craft skill will ever give a character any extra in-game power nor do they provide any information. If a character takes the historian skill, it is up to him to learn the in-game history.

If a character wishes to make a living in a craft, he must learn the appropriate craft skill.

Examples of craftsman skills include architect, artist, baker, bard, brewer, builder, butcher, calligrapher, candle maker, carpenter, farmer, forester, historian, horse breeder, hunter, jeweler, masseuse, merchant, potter, rug maker, sage (specific field of study), sailor, scout, scribe, tactics, tailor, teacher, tracker, trader, and undertaker.

Players can come up with other skills with the approval of game marshals.

Disarm Trap

Prerequisite(s): None

The Disarm Trap skill allows a character to attempt to disarm a trap. The player must physically disarm the traps for this skill to work, but they may not even try to disarm without it. If the trap goes off as the player attempts the disarm, then it obviously failed! Some traps may be taken once disarmed.

Evaluate Item

Prerequisite(s): None

The Evaluate Item skill allows a character to determine the monetary value of in-game items. It does not allow the character to determine whether or not the item is magical.

When a player purchases this skill, he will be given a list with codes for in-game monetary values. Every in-game item should have a label on it with a code. The in-game value is determined by locating the code on the list and reading off the monetary value next to it. This list is out-of-play!

First Aid

Prerequisite(s): None

First Aid skill allows a character to bring a character who is unconscious or bleeding to death back to 1 body (see Death vs. Unconsciousness in the Living and Dying section). To use this skill, the character performing First Aid must be able to physically reach the unconscious or dying character for 60 seconds. During this time, the character performing the First Aid may not do anything else. If the character performing First Aid is interrupted, the one minute count begins again upon resumption of First Aid. Performing First Aid for at least 10 seconds will allow the victim to start the one minute count again thus keeping from reaching the dead status.

Healing Arts

Prerequisite(s): First Aid and Read and Write

The Healing Arts skill allows a character to determine the health of another character (i.e. is he diseased, poisoned, etc.) and how many Body Points the character is below his maximum number of Body Points (not the character's maximum number of Body Points). To obtain this information, the character with the Healing Arts skill must place his hand upon the character being diagnosed and say "Healing Arts - What's your status?" It does not allow the character to detect any Formal Magic effects on another character, and conscious characters may resist this attempt.

This skill also allows a character to identify a potion after 10 seconds of study, but not a poison or an alchemical solution.

Herbal Lore

Prerequisite(s): Read and Write

The Herbal Lore skill allows a character to determine the presence of an alchemical solution, but not a potion or poison. Once it has been determined that an alchemical solution is present, this skill will allow the caster to identify the alchemical solution after 10 seconds.

Pick Locks

Prerequisite(s): None

The Pick Locks skill allows a character to attempt to pick a lock. This skill does not guarantee he will succeed. The player must physically pick the lock with a set of lock picks.

If a player has a set of lock picks, but has not purchased the skill, then he will not be allowed to attempt to pick the lock. See the Traps and Locks section for more information.

Poison Lore

Prerequisite(s): Read and Write

The Poison Lore skill allows a character to determine the presence of a poison this takes 10 seconds. Once it has been determined that a poison is present, this skill will allow the character to identify the poison after another 10 seconds.

Read and Write

Prerequisite(s): None

The Read and Write skill allows a character to read and write. It does not give the character the ability to decipher coded messages or foreign languages the player does not know. However, it does give the character the ability to attempt to decode or translate such messages.

Read Magic

Prerequisite(s): Read and Write

The Read Magic skill allows a character to read Celestial Magic Scrolls. However, a character may only cast spells which are no more than four levels higher than his highest Celestial Spell Slot. Thus, if a character wanted to be able to cast a ninth level Celestial spell from a scroll, he must have at least one fifth level Celestial Spell Slot. (See Scrolls in the Magic section)

Rune Lore

Prerequisite(s): Read and Write - Runesmiths only

The Rune Lore skill allows a Runesmith to inscribe runes that they have learned in one minute. The Runesmith may only activate a rune up to four (4) levels higher than his current Rune Magic Spell Slot.

 

Rune Mastery

Prerequisite(s): Rune 4 Column

The Rune Mastery skill grants a Runesmith the ability to inscribe runes at 30 seconds instead of a full minute. Also allows them to be able to learn more than a 4 column of runes.

 

Spell Slots

The rules for acquiring the skill to cast a spell are different from the rules for acquiring other skills in the game. When a character learns a first-level Spell Slot, he is expanding his mind to memorize a first-level spell. Any first-level spell which is in his spell book may be memorized and "stored" in this Spell Slot. Only one first-level spell may be stored in that Spell Slot per day. Once the character has cast the spell, the Spell Slot remains empty until the next Spell-Reset, at which time the character will study his spell book and memorize another first-level spell.

With this system, it is possible for a character to know all of the first-level spells (have them written in his spell book) but have only one first level Spell Slot. In this case, the character would have to choose which one of the first level spells he wants to memorize for the day. However, if a character has more than one Spell Slot of a given level, he can fill them with any combination of spells he knows of the given level.

The cost of spell slots for a school of magic is based on the level of the spell, and whether or not a character has already learned spells from another school of magic. The first school a character learns from becomes his primary magic; the second his secondary magic, etc. A player should make sure he is looking at the proper list when consulting the skill chart.

Spell Slot Purchase

Spell Slots must be purchased in a Pyramidal Format for all three types of Celestial, all four types of Earth Magic, and Rune Magic. Columnar Format for Celestial and Earth Formal Magic Spells.

Pyramidal Format (Celestial, Earth and Runes)

When purchasing Spell Slots in this manner, the character must have two more Spell Slots of the immediate lower level than the level of the Spell Slot he is purchasing. Also, a character may only have two slots more than the number of slots on the level above it. The character's highest level Spell Slots should always form a pyramid.

For example, Secklynn Nonamere, the Celestial Mage, has two first level slots. Since he has no second level slots, he may not purchase any more first level slots because he is not allowed to have any more than two slots more than the level above. However, since he does have two slots more than the level above, he may purchase a second level spell. Eventually, Secklynn Nonamere will be ready for his first ninth level slot. As with all skills, he needs a teacher, and history will tell us that Secklynn was lucky enough to have his mentor Lann teach him.

Add example of spell progression

The following is the progression for learning spells in the Pyramidal format.

 

4th   0

3rd   0 0

2nd  0 0 0

1st   0 0 0 0

 

Once a character has learned four Spell Slots of a given level, he is not required to buy any additional Spell Slots for that level. However, if a character wishes to learn more than four Spell Slots of a given level he must have more than the number of slots on the level below the given level and at least as many Spell Slots of the next higher level before the purchase of the new slot.

For example, after a few events, Secklynn Nonamere now has five first-level slots, four second-level slots, three third-level slots, two fourth-level slots and a fifth-level slot. If he wishes to buy a fifth second-level slot, he must first purchase a fourth third-level slot. This will give him as many slots on the level above, third-level, as the level to be increased, second-level. Since he already has as many first-level slots as he will have second-level slots, he may now purchase his fifth second-level slot.

Columnar Format (Celestial and Earth Formal)

When purchasing Spell Slots in this manner the character must have one and only one Spell slot of the immediate lower level than the level of the Spell Slot which he is purchasing.

 

The following is the progression for learning spells in the Columnar format.

 

3rd0

2nd0

1st0

Celestial Formal Magic*

Prerequisite(s): 9th Level Celestial Spell Slot

See Formal Magic in the Magic section.

Earth Formal Magic*

Prerequisite(s): 9th Level Earth Spell Slot

See Formal Magic in the Magic section.

Formal Mastery Skills

Prerequisite(s): 9th level Formal Magic

Alteration Mastery

Alteration Mastery allows the formal magic caster to half the casting time of any Alteration Ritual he performs. Also allows them to invoke a one step shift with any Alteration Ritual he participates with.

Construct Mastery

Construct Mastery allows the formal magic caster to half the casting time of any Construct Creation Ritual he performs. Also allows them to invoke a one step shift with any Construct Ritual he participates

Enchantment Mastery

Enchantment Mastery allows the formal magic caster to half the casting time of any Enchantment Ritual he performs. Also allows them to invoke a one step shift with any Enchantment Ritual he participates

Necromantic Mastery

Necromantic Mastery allows the formal magic caster to half the casting time of any Necromantic Ritual he performs. Also allows them to invoke a one step shift with any Necromantic Ritual he participates

Summoning Mastery

Summoning Mastery allows the formal magic caster to half the casting time of any Summoning Ritual he performs. Also allows them to invoke a one step shift with any Summoning Ritual he participates

Note: The Formal Mastery skills do not add in addition to special scrolls or circles. The player can not benefit from both. And must choose which he uses before casting the ritual.

Magic Spell Slot - Celestial*

Prerequisite(s): Read Magic      

This skill allows the casting of Celestial spells from memory.

Magic Spell Slot - Earth*

Prerequisite(s): Healing Arts

This skill allows the casting of Earth spells from memory. See the section on Spell Slots at the beginning of the Skills section.

Magic Spell Slot - Rune*

Prerequisite(s): Rune Lore

This skill allows the character to learn to inscribe Runes from memory. See the section on Spell Slots at the beginning of the Skills section.

 

 

Alchemy*

Prerequisite(s): Herbal Lore

The Alchemy skill allows a character to manufacture alchemical compounds. You get one production point per level of Alchemy that you have purchased. See the Alchemy section for the list of alchemical solutions and costs to make, as well as rules for creating and using them.

Create Poison*

Prerequisite(s): Poison Lore

The Create Poison skill allows the character to concoct solid, liquid, and gaseous poisons. You get one production point per level of Create Poison that you have purchased.  See the Poison section for the list of poisons and the costs to make each, as well as rules for using them.

Create Potion*

Prerequisite(s): Ability to cast the spell that creates the Potion

The Create Potion skill allows a character with Earth spell-casting ability to manufacture potions that duplicate the effects of spells that he can actually cast. You get one production point per level of Create Potion that you have purchased. The production point cost for potions is at the rate of 1 per level of the potion and a 1/2 silver per level of the potion being created. Refer to the Earth Spell description pages in the Magic section for information on spells that can be made into potions.

Create Scroll*

Prerequisite(s): Ability to cast the spell that creates the Scroll

The Create Scroll skill allows a character with Celestial spell-casting ability to manufacture scroll that duplicate the effects of spells that he can actually cast. You get one production point per level of Create Scroll that you have purchased. The production point cost for scrolls is at the rate of 1 per level of the scroll and a 1/2 silver per level of the scroll being created. Refer to the Celestial Spell description pages in the Magic section for information on spells that can be made into scrolls.

Create Trap*

Prerequisite(s): Disarm Trap

The Create Trap skill allows a character to create and set traps. You get one production point per level of Create Traps that you have purchased. See the Traps section for the list of traps and costs to make each. This skill also allows a character to set any trap.

 

Animal Empathy

Prerequisite(s): Druid or 10th Level Ranger

Animal Empathy is not a skill but an ability of a Druid class mage or a Ranger of 10th level and above. This makes all woodland creatures treat them as a friend, they will not attack the character unless provoked or attacked. This does not however allow the character to communicate with them.

Bravery

Prerequisite(s): 10th level Dark Knight or Knight

This ability allows the Knight or Dark Knight of 10th level and higher to be completely immune to the effects of Fear and Terror.

Iron Grasp

Prerequisite(s): +2 Proficiency/Warrior Class only

The Iron Grasp skill allows the warrior to be resist the effects of disarming and fumbling magics once per every time this skill is purchased.

Lay on Hands

Prerequisite(s): Dark Knights or Knights

The Lay on Hands ability allows the Dark Knight or Knight to heal someone of wounds and take the wounds upon himself. The character can only heal up to his last body point, and must transfer his body tags to the healed character. This healing only heals those that are bleeding to death or are wounded, this has no effect on a character that has been killing blown. (see living and dying section)

Gypsy Curse*

Prerequisite(s): Gypsy

The Gypsy Curse skill allows a character who is a Gypsy to place a limited curse on another character according to the Gypsy code, available only to Gypsy characters. A Gypsy Curse may only be cast with a Gypsy's dying breath - a rather unfortunate occurrence. The curse lasts until the cursed character dies and is resurrected, or the curse is removed by the Gypsy Bandolier or the Gypsy that cursed them. A gypsy may not have more than one curse active at one time. If he already has an active curse, then he cannot impose another one.

1st Can not lie to any gypsy

2nd Stutter (does not affect spell casting)

3rd Fumble Fingers (does  not effect combat)

4th Can not initiate an attack on any gypsy

5th Disease Can not run nor use the Dodge skill

6th Weakness as per spell

7th Curse as per spell

8th Charmed to all gypsy’s as per spell

9th Cursed person has –2 strength, cant run and has half body

10th Cursed person will die in one hour and can not be revived

Resist Charm*

Prerequisite(s): All Elven Races, Unseelie

The Resist Charm skill allows a character to resist any charm spell, potion, or poison as many times per day as he has purchased the skill. This also includes the Love Potions, Vampyric Charm, and the Earth spell Friendship (E,7).

If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he wishes to resist the spell, gas, or poison. One can also pretend to be charmed and say "Resist" at a later time.

Resist Charm/Charm Break*

Prerequisite(s): Wood Elf

The Resist Charm/Charm Break skill allows a character to resist any charm spell, potion, or poison as many times per day as he has purchased the skill. This also includes the Love Potions, Vampyric Charm, and the Earth spell Friendship (E,7).

If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he wishes to resist the spell, gas, or poison. One can also pretend to be charmed and say "Resist" at a later time.

This skill also allows a character to break a charm on another character. The character with this skill must talk with the charmed character for 15 seconds undisturbed, at which time, the character breaking the charm takes one Body Point of damage and the charmed character is no longer charmed.

Resist Confining *

Prerequisite(s): Confinist

The Resist Confining skill allows a Confinist Mage to resist any confining spell or effect, as many times per day as he/she has purchased the skill. This includes but is not limited to the following spells, Bind (E,5), Entangle (D,3), Imprision (C,8), Physical Web, Pin (E,2), Snare (C,4) and Trap (C,3).

This skill can be purchased once when the confinist learns his first 6th level confining spell slot, again when he learns his first 9th level confining spell slot, and finally when he achieved a 4 column of Confinist spells. It can be purchased a maximum of 3 times.

If a player with this skill is hit with one of the aforementioned spells, he/she should say "Resist" if he/she wishes to resist the spell.

Resist Disease*

Prerequisite(s): Dwarves, Hobling, Wilders

The Resist Disease skill allows a character to resist any disease spell or effect, potion, poison, or monster effect as many times per day as he has purchased the skill.

If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he wishes to resist the spell, gas, or poison.

Resist Elemental *

Prerequisite(s): Elementalist or Fendari

The Resist Elemental skill allows an Elementalist Mage to resist any Elemental spell or effect, as many times per day as he has purchased the skill.

This skill can be purchased once when the elementalist learns his first 6th level elemental spell slot, again when he learns his first 9th level elemental spell slot, and finally when he achieved a 4 column of elementalist spells. It can be purchased a maximum of 3 times. Fendari can purchase this skill at anytime but are restricted to a maximum of 3.

If a player with this skill is hit with one of the aforementioned spells or attacks, he should say "Resist" if he wishes to resist the spell.

Resist Emotion*

Prerequisite(s): Drae, Stone Elf

The Resist Emotion skill allows a character to resist any emotion-based attack as many times per day as he has purchased the skill. This includes, but is not restricted to, the emotions of Fear (E,3), Terror (monster attack), and Berserk, Charm, Love or Love 9. (poisons).

If a player with this skill is hit with a gas or spell, or ingests a poison or potion which provokes an emotional response, he should say "Resist" if he wishes to resist the gas, poison, potion or spell. He can also pretend to be affected by the gas, poison, potion or spell and say "Resist" at a later time.

Resist Healing/Curing *

Prerequisite(s): Dark Knights  or Necromancers

The Resist Healing skill allows a character to resist any Healing or Curing spell, as many times per day as he has purchased the skill. This includes all healing based spells, but does not include the Life (E,9) or Revive (H,9) spells.

This skill can be purchased once when the necromancer learns his first 6th level necromantic spell slot, again when he learns his first 9th level necromantic spell slot, and finally when he achieved a 4 column of necromantic spells. It can be purchased a maximum of 3 times.

Dark Knights may purchase one at 5th level, 10th and 15th level.

If a player with this skill is hit with one of the aforementioned spells, he should say "Resist" if he wishes to resist the spell.

Resist Necromancy/Chaos *

Prerequisite(s): Knight or Healer

The Resist Necromancy skill allows the character to resist any Necromantic or Chaos spell, as many times per day as he has purchased the skill. This includes all Necromantic based spells, but does not include Death (E,9), or Imbue Death (N,9) spells.

This skill can be purchased once when the healer learns his first 6th level healer spell slot, again when he learns his first 9th level healer spell slot, and finally when he achieved a 4 column of healer spells. It can be purchased a maximum of 3 times.

Knights may purchase one at 5th level, 10th and 15th level.

If a player with this skill is hit with one of the aforementioned spells, he should say "Resist" if he wishes to resist the spell.

Resist Sleep*

Prerequisite(s): All Elven Races, All Faeries

The Resist Sleep skill allows a character to resist any sleep spell, potion, or poison as many times per day as he has purchased the skill. This includes the Celestial spell Trance (C,5).

If a player with this skill is hit with one of the aforementioned, he should say "Resist" if he wishes to resist the spell, gas, or poison. He can also pretend to be asleep and say "Resist" at a later time.

Resist Toxin*

Prerequisite(s): Dark Dwarf, Sea Elf, or Gnome

The Resist Toxin skill allows a character to resist any toxin-based attack as many times per day as he has purchased the skill.

If a player with this skill is hit with a gas or has ingested a poison, he should say "Resist" if he wishes to resist the gas or poison. One can also pretend to be affected by the gas or poison and say "Resist" at a later time.