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.
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.
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.
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."
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.
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.
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.
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."
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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)
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.
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 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
Prerequisite(s): 9th Level
Celestial Spell Slot
See Formal Magic in the Magic
section.
Prerequisite(s): 9th Level Earth
Spell Slot
See Formal Magic in the Magic
section.
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.
Prerequisite(s):
Read Magic
This skill allows the casting of
Celestial spells from memory.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
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
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.
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.