With Training Comes Excellence!
Advanced Professions
Warlocks, Sorcerers, Alchemists, Spellsingers, Druids, Paladins, Dark Paladins, Master Warriors, Assassins, Master Thieves, Master Miscellaneous…
Alchemist
An Alchemist is an individual devoted to understanding and unlocking the secrets of nature and using them to create rare weapons or exotic substances.
In addition to their devotion to studying all available components and recipes, the basis of the Alchemy consists of many tradesman skills such as refining, distilling, and preparing dissected parts into alchemical components.
As the Alchemist advances they learn to combine these trades with their knowledge of the arcane to create standard alchemical items from known recipes.
Well into their career, the famous alchemical skills become available, such as the creation of golems!
At the apex of their career, after many years of hard work and study the alchemist may be able to achieve rank 5 of their chosen specialties and there by perform research and design their own alchemical items.
Assassin
Regardless of mindset, the Assassin is always a dangerous adversary.
While stealth and cunning are their greatest weapons, Assassins can evade most situations others cannot and are skilled enough to hold their own in combat – for a short time at least.
The roles of the Assassin are numerous and can vary dramatically from person to person. An Assassin can be the good natured scout able to track down foes and dispatch them, or the typical killer for hire whose only allegiance is gold, or even the individual who kills for the thrill.
The skills an Assassin can learn surely allow them to fulfill their clandestine operations.
Druid
Druids are the followers of Nature, the voice and hands of the forestals among the mortal creatures of the world.
None but the truest evil seeks to seeks to hinder a druid.
Through the centuries it is been proven that these stalwart guardians of nature are always there to help restore the balanced rhythms of life.
In a world almost constantly under assault by cosmic forces, Druids are the line of defense for the natural world.
Characters wishing to follow this faith should seek out the Druids and find out In Game what it really means to be a Druid.
Follower of the Light
The forces of Good and the Light in the world have many representatives but they all seek to protect and defend the peoples of Telemere from the Dark Lord; that which harms.
Where the Light seeks to nurture, the Dark Lord corrupts and destroys.
This fight continues to this day, and will most likely continue to the end of time.
Paladins are the proactive servants of the High Lord, going forth and smiting minions of the Dark Lord, undead, demons and all manner of creatures and people who seek to harm others or spread evil.
Clerics fill the role of guide, protector, leader, helper and sometime defender.
White Sorcerers are divine practitioners, adept in the high arcane arts of sorcery as well as devoted followers of the High Lord.
Characters wishing to follow this faith should seek out the Clerics, White Sorcerers and Paladins and find out In Game what it really means to be a Follower of the Light.
More About Followers of the Light
Higher Powers Info
Master Miscellaneous
Learn some of the most useful and life-altering skills from this list.
The ability to extend your death count, invoke a courageous defense or jump a 20 foot chasm, these things are within your grasp. You may feel very well rounded out with a few of these impressive skills in your bag of tricks!
The skills on the Master Miscellaneous Skills list are available to all characters regardless of their Advanced Career.
They are the equivalent of the master level of the basic miscellaneous skills.
Master Thief
The skilled burglars, pickpockets, scouts and infiltrators of Telemere.
The varied skills of the Master Thief allow them to take advantage of almost any situation.
No one is more adept at disarming traps and opening a lock than a Master Thief.
Indeed, it is almost impossible to keep these skilled rogues out from where they are not wanted.
While typically not the strongest in a fight, they do possess the ability to silence a person as well as varied defensive skills to get themselves out of trouble.
Master Thieves have different motivations; some steal from the rich to give to the poor while others steal from anyone and give it all to themselves.
Regardless of their intentions, Master Thieves can often find themselves in trouble with the law.
With abilities like Pick Pockets and Speed Search they can quickly get what they are after; with the ability to dodge, deflect arrows, distract and escape they are able to get away with the goods.
Even the most secure and well guarded treasure box is emptied flawlessly in mere seconds thanks to a Master Thief.
Master Warrior
The Master Warrior is the toughest, strongest and most resilient character in melee combat.
Whether it is with a blade, hammer, spear or bow, blow for blow they are more capable than any other.
Armed with both defensive and offensive skills, a battle weathered Master Warrior can combine their experience, strength, skill and constitution to be a truly devastating force on the field of battle.
They may be a righteous fighter for Liege and country or a bloodthirsty mercenary bent on greed, each and every one has their own strengths and weaknesses.
Servant of Darkness
All that is dark and evil comes from the Dark Lord.
The Dark Lord seeks to spread death, destruction, evil, suffering and misery to those who do not willingly serve, and often to those that do.
The Dark Cleric, Dark Paladin, and Dark Sorcerer are the champions of evil; ever seeking the downfall of those who follow the ideals of Good. They destroy, oppress, and rule the common man, ever seeking to spread their master’s evil.
The Dark Cleric often plays the role of insurgent, spreading lies and corruption amongst the people where they live. They dominate and control their followers, teaching them the ways of the Dark Lord.
Dark Paladins are the open protagonists of Evil; ever seeking the downfall of those who follow the Light, the rule of the mortal races, the subjugation of the weak,and the spread of their master’s Evil.
Dark Sorcerers are divine practitioners of sorcery, adept in the high arcane arts of sorcery as well as servants of the Dark Lord.
The Dark Sorcerer’s role is mainly to strengthen and help those who fight on the side of evil.
The Dark Lord minions are legion. There are mortal servants, the creations of the Heirarchs – the goblins, orcs, trolls, ogres, and many, many more – demons and other minions of Hell – and the undead.
Sorcerer
Practitioners of the high magic of sorcery cast magic through a complex set of steps called a ritual.
Through advanced study of the arcane arts, a Sorcerer uses their knowledge and energy to shape and bend magic to their will. As the Sorcerer gains more knowledge, the complexity and potency of the rituals they can cast also increases.
Rituals are able to make permanent magical effects, whether on a person or upon an item.
Magic swords, items of defense and items capable of storing raw Energy and spells are among some of the effects a Sorcerer can create.
A Sorcerer who has mastered their trade is truly a frighteningly powerful person, but there is a drawback to all this power. The Sorcerer must prepare their magic ahead of time, taking up to several hours to cast the rituals. Given the time, resources and will, there is little a powerful, accomplished Sorcerer cannot achieve.
Spell Singer
This high magic allows its practitioners to deliver spell effects via a song instead of a spell packet.
The uniquely powerful low magic spells cast by a Spell Singers songs equip the Singer to handle a wide variety of situations.
Spell Singers are often powerful influential people, regardless of their rank or station, and as such their knowledge and craft are only passed down to those they deem worthy.
The practice of this magic does not require a character to sing on key or well, but the spell songs they sing must be recognizable as songs to be effective.
Warlock
The Warlock is the quintessential battle mage.
Through a complex ceremony, a Warlock becomes further attuned to the power of magic, which allows them to alter the very fabric of magic itself.
A Warlock is a practitioner of high magic; trained to use low magic to its fullest potential.
On the battlefield, a Warlock’s magic is seldom matched, and rarely defeated. Off the battlefield, the Warlock’s skills and knowledge are valuable and coveted. Some Warlocks believe all this power comes with a price…
A proficient Warlock is able to augment low magic in order to increase its effectiveness.
Some of the more popular feats of a Warlock involve punching through any low magic spell defense, casting a spell without reciting a verbal, doubling the damage or duration of spells, and casting a spell at a target without throwing a spell packet.
What Does This Do?
Advanced Career Skills
Detailed skill information for the various advanced careers available to your character.
Advanced Skills Information
Many Advanced Career Skills have prerequisites to purchasing them. These prerequisites must be met before the character can purchase the skill.
In the case of Advanced Career Skills the character must be Level 5 to purchase those skills off the Advanced Career Skill Lists.
Alchemist Skills
The Build costs separated by slashes are the costs for each rank in the school of Alchemy. For example, the list cost of the Potions School is given as 2/2/3/4/5; this means that the Rank 1 Potions School costs 2 Build, Rank 2 Potions School costs 2 Build, Rank 3 costs 3 Build, Rank 4 costs 4 Build and Rank 5 costs 5 Build.
Advanced Refining
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Identify Component
Skill List: Alchemist
With this skill a character is able to get two doses out of one component.
The time it takes depends on the rarity of the component. Below is a table that outlines how long it takes to double a component.
Rarity Time: Minutes
Common: 1
Un-Common: 5
Rare: 10
Very Rare: 15
When a character uses this skill the marshal should note that the component was doubled by placing a “D” on the alchemy tag. Reagents cannot be doubled, only Major Components.
Once doubled, a component cannot be used in sorcery rituals, even if both halves of the component are used.
A component that has been doubled cannot be doubled again.
Alchemical Focus
Build Cost: 1
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Rank 3 Alchemy School x1
Skill List: Alchemist
This Alchemist only skill allows the character to make use of Alchemist only alchemical items that are categorized as Alchemical Focus.
Alchemy Lore
Build Cost: 2
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Literacy, Herbal Lore
Skill List: Alchemist
This skill allows the character to recognize alchemical reagents. This is the basic Alchemy skill and grants the character the ability to brew, distill, mix, and perform the other basic skills needed to create alchemical items. It does not grant the character the ability to actually make anything; a separate skill is required for that. Alchemy Lore is required to read and identify alchemical recipes in-game.
Dissection
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore
~or~
Sorcery Lore
Skill List: Alchemist, Sorcerer
This skill allows a character to take and preserve a body part from a dead or immobile character.
Using this skill takes 1 minute and the character should roleplay cutting or removing the body part as appropriate.
Additionally, the character needs to use a dissection knife to use this skill; no other tools or items can be used.
Normally, any body part taken from a character dissapates after 5 minutes.
However, if the body part was removed and preserved by someone with the Dissection skill, the body part does not dissapate. If the character is healed or ressurected, the character is whole and intact even if a portion of the body is preserved elsewhere.
When you start to remove an internal organ, bones or blood, you deliver a Killing Blow in the first three seconds of starting the dissection. You cannot use First Aid, Battle Surgery, Icy Preservation spell, or other means to stop a Death Count while you are Dissecting a part from a character.
This skill allows a character to collect components from various characters. However, you can only collect the same component once from the same character per month.
For example, Adriana needs the unwilling heart of a Paladin fro her Dark Sorcery. She captures Rynn and dissects his heart, then casts a Life spell on him. She can take his heart again if she wishes but it would not be useable in her ritual; only the first heart is worth anything.
Only one component can be taken from the same character per month regardless of how many characters try to dissect to body, even simutaneously. If multiple characters dissect the same body, then the first one to finish is the only one who gains the usable component. They could take the heart, muscles, or blood but only the first one finished on each component would recieve a valid component.
This skill is used to extract components from a character. It can never be used to preserve a whole character or body. If a part is dissected that contains other components, those components are null and useless.
Embalming
Build Cost: 2
Purchase: Once
Duration: Special
Skill Type: Arcane
Prerequisites: Alchemy Lore, Dissection
Skill List: Alchemist
By use of this skill, the character is able to permanently preserve a corpse whole unlike Dissection, which only allows a character to preserve parts of a creature. The body does not dissipate while it is being embalmed. The body can still be healed from the Brink of Death by the usual means, embalming does not end a character’s Death Count. Body parts of an Embalmed creature cannot be used as components except for golem creation.
In order to use this skill, the body must be at the Brink of Death or Dead, the character must use Embalming Oil, and take 5 minutes in-game.
ect the character from sunlight for the duration of this skill.
When this skill is dismissed or the duration ends the flesh covering dissapates.
This skill provides no protection from damage and will not work on incorporeal undead such as Wraiths or Specters.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Identify Components
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Dissection
Skill List: Alchemist, Sorcerer
This skill allows a character to identify components and what race a character is.
It takes 1 minute to use this skill.
This skill will identify a component they find. They can verify what it is by cross-referencing the Out Of Game number on the item tag with a component list.
The character may also identify the race of a character by examining them.
This will not allow a character to identify a character from across a field or during combat for it is necessary to do a close examination of the creature to determine what type it is. The character need not be dead, just unresisting.
They can, for example, tell what kind of troll they are examining, but not what skills or careers they might know. Without this skill, the character might know he has dissected a troll’s blood, but not what kind of troll he is dissecting. If a character wants to know if the brain of the fallen character is a necromancer’s brain, they would first have to dissect the brain then spend another minute in-game identifying the brain.
A character cannot take a sample of un-dissected blood and tell whether the character is a Druid, Mage, Healer, or whatever.
They can do so after dissecting the blood.
Inner Catalyst
Build Cost: 1
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Rank 5 Potions
Skill List: Alchemist
This Alchemist only skill allows the character to increase the duration of any potion they consume.
The character is able to increase the duration by one level. This can extend the duration past what can normally be made. For example, if a charcter consumes a +3 Giant Strength potion made with a duration of 1 hour, this skill would allow them to increase the that duration to 6 hours for themselves.
This skill must be used when the alchemy is first consumed.
They player cannot decide later they wish to increase the duration. This skill cannot be used to decrease the duration of a potion, even if they used this skill to increase the duration prior.
The character must record their use of this skill on the alchemical item tag.
Make Contact
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Rank 3 Alchemy School x1
Skill List: Alchemist, Assassin
This skill will make an alchemical item into contact item.
Contact items can be administered by packet touch, by applying it to an item, applying it to a weapon, or thrown. If placed on an item, the character must make skin contact to take effect.
When used on a weapon the player must call "poison" after the damage of the blow, and if Body Points are hit, the item takes effect. When thrown it must hit the player and the character must have 0 Armor Points currently for it take effect.
This skill cannot be used on alchemical items that have already been created. Using this skill increases the number of Energy Points and Reagent Tags needed.
Whether this skill works on an alchemical item is noted in the items description.
Make Gaseous
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Rank 4 Alchemy Schools x2
Skill List: Alchemist
This skill allows the alchemist to make some alchemical items gaseous.
All gaseous items have a radius indoors and outdoors and effects every one in the radius, including the character who delivered it if they are in the area of effect.
To determine who is effected, the character struck with the gas or the closest player to the gas should stretch their arms out to either side and turn in a circle and anyone in that radius that the player can touch is affected.
This skill cannot be used on alchemical items that have already been created.
Using this skill increases the number of Energy and Reagent Tags needed.
Whether this skill works on an alchemical item is noted in the items description.
Poison Immunity
Build Cost: 5
Purchase: Multi
Duration: Constant
Skill Type: Dexterity
Prerequisites: 20 Build Points of
Dexterity Skills
~ or ~ Resist Alchemy
Skill List: Assassin, Master Thief, Alchemist
The character becomes immune to a type of poison and therefore they are immune to all forms of that poison.
For example, if they become immune to death poison, then they are immune to Instant Death, Slow Death and Quick Death.
Similarly, if the character is immune to damaging poisons then they are immune to all damaging poisons – 8, 12, 16, and 24 point versions.
The following table outlines what categories the character can choose from.
Amnesia Poison
Blindness Poison
Damaging Poisons
Death Poisons
Feeblemind Poison
Forget and Remember Poison
Love Poison
Paralysis Poison
Paranoia Poison
Silence Poison
Sleep Poison
Weakness Poison
The character may not become immune to solutions or potions.
Resist Alchemy
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Arcane
Prerequisites: Rank 4 Alchemy School x2
Skill List: Alchemist
This skill allows the Alchemist to resist the effects of any alchemical item or effect the alchemist is exposed to, except: acids, Fire Breath potion, or any item that causes external direct damage or effect.
Potions, Poisons, Solutions & Golems
Using Alchemical Items
More Info
Some alchemical items are easily used by anyone, while others require the wielder to be instructed.
Any character can use any Potion, Solution, or Poison, so long as it is used in the correct manner.
If the character, for example drinks an Oil of Sharpness they would gain no benefit and would get an upset stomach instead; or if a character used a Healing Potion on a sword the potion would have no effect.
A character cannot be forced to drink an alchemical item if they are unwilling.
They can be charmed or coerced into drinking something, however.
Characters who are Unconscious, Bleeding to Death, Mortally Wounded or Dying cannot drink alchemical items. Golems and non-corporeal undead cannot drink alchemical items either.
Although some alchemical items duplicate magical spell effects, these items are not magical themselves.
Therefore, detection spells do not detect alchemical items as magical.
Special Rules for Alchemy Skill List
More Info
Defenses that stop spells such as a Defense, Negation, Reflection, Absorption, Vigilance, and Resist Suggestion spells are ineffective against alchemical items.
The Purity spell, Ritual of Alchemy Shield and the Alchemical Immunization Nature Magic spell will stop most…
Paralysis Poison, Silence Poison, Giant Strength Potion, etc. will end if the character is affected by a Purify Blood spell.
An alchemical item that is thrown like a dust, contact item or gas is used as soon as it is thrown, no matter where it lands or if a character catches the packet.
The player must tear about half the tag off the physical representation before throwing the item.
A character cannot “prepare” more than one alchemical item ahead of time per hand before throwing them and the character has 1 minute to use the item before it becomes inert.
Thrown contact poisons, in order to take affect, must hit a character with no physical Armor Points remaining.
Alchemical items in a pouch or pocket are not broken if struck with a weapon. As a general rule, if you find any thrown alchemy on the ground during a big battle, you should assume it is used. This is also true for contact substances that are placed on a weapon or object. If the sword hits the player – not their weapon or shield – the alchemical item is used.
Once any alchemy – thrown or applied – is used it cannot be reused or collected.
If a weapon or object coated with a poison is touched by bare skin, the poison is expended and the character is affected.
If a character is immune to a poison, they cannot apply that poison to their bare hand. While they will not be affected by the poison, it is still expended.
It is possible to stack a spell and an alchemical item at the same time.
As a rule, only one type of alchemical item can be drunk or used at one time. The same is true for alchemical items on objects. In other words, only one Giant Strength potion can be used at one time, or one Oil of Striking. You can use two oils on a weapon so long as they are of different types. If you do mix two like items, the most powerful alchemical item remains, the lesser is destroyed.
Alchemical items on an item are used as soon as the item is used.
If a person dies and must go to the Healers’ Guild, without their body, all alchemical effects are gone. If an item is shattered or destroyed, all alchemical items on it are destroyed as well. All alchemical items take effect instantly after being administered, unless noted elsewhere.
Material Components
More Info
Alchemical items are produced by following a prescribed recipe.
There are two types of components: common ones, called Reagents, and Rare Components.
Reagents are simple, common chemicals and herbs that are used in brewing the item. They are found all over Midlantia: from the Elven forest to the Dwarven mines, from the ocean to the Northern Ice. None of these are difficult to get, nor do they require special skills to collect, but require some one willing to get them, like merchants.
The Reagents can be purchased, typically for 5 copper pieces each, from the Alchemist Guild, found while adventuring, or at the Merchants Guild.
The second component type, the Rare Component, must be acquired by finding them in game.
In order to properly collect material components, the player must have Dissection for characters, Herbal Lore for plants, and anyone can collect minerals once identified.
When gathering material components, a player should write down the nature of the component and have an appropriate witness sign their name and player number. It should then be taken to an Alchemy Marshal or the Treasure Marshal, where a tag will be generated.
In game, the Alchemist actually sits down after dissecting and refines, to a certain degree, the component to get from it all he needs to make it useful.
For example the Alchemist needs the blood of a Troll. All the blood in the Troll is bled out and the final drops are collected and brought back to the guild. There the Alchemist refines it down to a few useful doses. A player can increase the usefulness of these Rare Components with the Advanced Refining skill.
A character may never substitute one component for another.
If the recipe calls for the Willing Blood of a Paladin, only the Willing Blood of a Paladin may be used. If a character wishes to use a different component in a recipe, they must research a new version of that alchemical item. Players should find out more In Game!
Some characters, especially monster types, might be worth more doses of a component being dissected.
For example, the character is looking for Essence of a Memory Moss and discovers a creature called the Mother of all Memory Mosses. Instead of the two doses the character would normally get, they will receive four doses from dissecting the character. The Plot Committee will indicate on any special character if they yield more than the normal number of doses, the player does not need to ask. If the NPC’s card does not say it gives more doses, then it does not.
Special Rules for Poisons
More Info
A poison or other alchemical item that is an ingested substance can be placed in food or drink.
Most of the food or drink must be consumed before the item will take effect, for marshaling purposes at least 75% of the food or drink counts as most.
If a character wants to poison a large container or vessel, such as a cask of ale or a pot of stew, they need to have enough doses of the alchemical substance to dose the entire batch or container.
For example, Balthazar decides he wants to “spice” things up at the feast one night.
He goes to a Marshal and asks how many servings of stew are in the pot in the kitchen. The Marshall rules that the pot holds 25 servings of stew. Balthazar would then need 25 Gypsy Love Poisons to dose the batch, any less and the attempt completely fails and all doses are lost. But Balthazar has been planning this for a long time and has the needed 25 doses of the poison. He sneaks in the kitchen and while Fugazi the Cook is not looking, dumps the poison into the pot, while the Marshal is watching. Now whenever someone finishes their stew they will fall in love with the next person of the opposite sex they see.
Even though there is a potential for a lot of an alchemical item needed for a container, unless a character has the first rank of the appropriate school, the alchemical item is undetectable.
Creating A Golem
More Info
The pinnacle of alchemical mastery is the art of golem crafting.
By means of the Create Golem skill, the character is able to animate a golem to serve his needs.
The golem has no free will and will obey the commands given to it to the fullest extent of its ability. While the golem is robotic in nature, it does understand the intent of the commands given to it, understanding the will of the creator. It is able to remember any number of commands.
The golem however is unable to make rational choices. If the golem is ordered to: “Kill anyone who attacks me,” the golem will attack a person who gives a friendly slap. The golem cannot be ordered to “Attack anyone who steals something from this room,” but can be ordered to “Attack anyone who takes anything from this room they did not come in with.” In the latter case the golem will attack a character even if the alchemist gives them something to take with them.
The golem can never be made to harm the creator, and similarly the creator cannot order the golem to strike them self. The golem can be ordered to listen to the commands of someone else, but the creator’s command will always override anyone else they have given control of the golem to.
The character must gather the needed components to create the golem before starting to animate the golem.
In the case of flesh golems, the alchemist has the required skill to sew the golem together. Wood and stone golems require someone with the appropriate craftsman skill to fashion the golem. The alchemist needs to find someone with Rank 2 of either the Weapon Smith or Armor Smith skill to create the husk needed to animate the golem.
The creation process ends with the alchemist transfusing all of their blood to the golem thereby delivering a Killing Blow to the character.
The alchemist may be healed appropriately. The character will lose a number of Body Points equivalent to the level of golem created until the golem is destroyed. The Body Points must come from the creator and not a potion or spell. This creates the link between creator and golem. The golem must be created in the Alchemist Guild or an equivalently outfitted laboratory.
Should the golem be destroyed, the creator will know it instantly (or as soon as a marshal can tell the player) and will experience pain as the Body Points return.
A character who has a golem must find a volunteer to play the golem.
Any player can volunteer their own time to play the golem, but they cannot make it part of their NPC duty without a Plot Marshal’s approval.
However, if a Marshal has foreknowledge that a golem is present in someone’s room and they send out a group to specifically engage that area, they should send an extra NPC to play the golem.
Alchemical Tags
More Info
Alchemical items can only be identified by characters with the appropriate Alchemy skill.
Therefore, a character who acquires alchemical items will not know what the item is until it is properly identified. This does not preclude anyone from labeling the item In Game either correctly or incorrectly but the number, and/or description on the PORTAL item tag must be present, correct and whole. An Out of Game tag will be placed on the physical representation for each item. This tag should have the code number for the item; this allows characters with the appropriate skills to identify the item. The character identifying an item should initial the Out of Game tag as proof of a character’s In Game knowledge of the item’s identity with their initials and player number.
All finished products must be in a vial.
A player cannot have their character carry a stack of finished item tags while they adventure.
It is acceptable to have just tags and no vials when a character has their items in its place of storage.
For example, Pyrrhus has several poisons and potions in his In Game box in his room at the event. He keeps them on a tag ring, not in vials. He decides he wants to sell some about town and use a few others on an adventure. He must place all the tags he is taking from his room into vials; he cannot simply take the tags and carry them on his tag ring.
Assassin Skills
Assassin Proficiency
Build Cost: 10
Purchase: Multi
Duration: Constant
Skill Type: Dexterity
Prerequisites: Backstab x2
Skill List: Assassin
For each purchase of this skill a character gains a Damage Bonus with all Master Assassin weapons according to the table below:
Weapon Type | Damage Bonus
Small, Thrown, One-Handed |+1
Packet Bows | +1.5†
Crossbows & Great Bows | +2.0
This skill may be combined with other Damage Bonuses. The Assassin Proficiency skill is not hand specific.
† Note: The bonus is rounded down so one purchase gives a +1 Damage Bonus and two purchases give a +3 Damage Bonus.
Assassin Strike
Build Cost: 4
Energy Cost: 4
Duration: Instant
Skill Type : Dexterity
Prerequisites: 1 Assassin Proficiency
Skill List: Assassin
This skill allows the character to double their weapon damage for one swing.
The player should double the amount of damage their character is swinging including base weapon damage, Damage Bonus, Strength Bonus, alchemical effects, or magic bonuses.
This attack does not need to be from surprise or behind. Any defense that stops physical attacks will stop this skill.
The character is able use multiple purchases of this skill to increase the amount of damage in one attack, increasing the multiplier by one for each additional tag used.
There is no limit to the number of Assassin Strike skills the character can use in one attack.
For example, Silk has five purchases of the Assassin Strike skill. He decides to use one use of this skill against a foe. He normally swings 10 points of damage with his sword, and calls “20 Crit” when he hits with this skill. Later on that Skill Cycle, Silk again decides to use his Assassin Strike skill, but this time he needs to be sure to take down his foe. He decides to use his remaining four Assassin Strike tags for five times his base damage. He makes his attack and strikes his opponent calling “50 Crit,” felling his opponent easily.
The character using this skill should suffix his normal damage with “…Strike”.
This skill is not used if the character misses their target or the attack is blocked.
If they succeed in striking their target or if the target calls an appropriate defense the skill is used. This skill does not double any additional damage from the Heal Wounds skill or Wounding skill.
Assassinate
Build Cost: 8
Purchase: Multi, Special
Duration: Instant
Skill Type: Dexterity
Prerequisites: 2 Assassin Proficiency Skills
Skill List: Assassin
This skill allows a character to strike down a target character with one strike.
The target character needs to be surprised or incapacitated such as looking the other way, Torso Stunned, paralyzed, asleep, etc.
The character hit with this skill is Mortally Wounded and requires the appropriate healing.
This skill ignores armor and does not damage it. The character must strike the arm between the elbows and the shoulders, or the body between the shoulders and the knees of the target character.
The character must call “Assassinate” after the blow is delivered followed by any special damage modifiers, such as “Magic”, “Silver”, etc.
Unlike other skills, this skill only requires the character to call the effect loud enough for the target to hear. However, anyone who hears the word “assassinate” is aware of the attack.
Only non-blunt weapons gained with the Master Assassin skill can be used to assassinate a target character.
The character using this skill needs to surprise their target.
As a general rule, if the target character is surprised by the attack, the assassinate works. The most common way to achieve surprise is by attacking from behind, but a character need not do that. They can walk up to their target, shake their hand and assassinate them with their other. This skill cannot be used if the character is fighting their target. The character may assassinate someone if they are fighting another opponent, however. Even if the target turns their back and runs, you can assassinate them, however the attack still has to be a surprise.
This skill is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense the skill is used.
Blind Fighting
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Martial
Prerequisites: 1 Master Proficiency
~ or ~
1 Assassin Proficiency
Skill List: Master Warrior, Assassin
This skill enables a blinded character to engage in hand to hand combat; without this skill a character may not engage in combat while blinded.
This skill does not imply the ability to see.
A character using this skill is assumed to be fighting by "feel" and sound, and can only respond to a hand to hand attack and cannot initiate combat with a foe that they cannot perceive. Once combat starts, the character can continue until the target leaves the combat entirely or out runs the player.
This skill cannot be used – ever – to detect invisible characters, but can be used to attack invisible characters that attack first.
Disarm
Build Cost: 5
Energy Cost: 5
Duration: 3 Seconds
Skill Type: Martial
Prerequisites: Any Weapon Skill
~ or ~
Skill List: Master Assassin
Warrior Basic Career Skill List, Assassin
A character can use this skill to disarm another character’s weapon or any other item held in that arm.
If the target character is using a one-handed edge or smaller weapon then the character can strike the targets arm or weapon, but if the character is using a bastard or two handed weapon then they must strike one arm to disarm the opponent.
The character must call “Disarm” after the blow is delivered followed by any special damage modifiers, such as “Magic”, “Silver”, etc.
A character that has been disarmed must drop what is in that arm and cannot use that arm for 3 seconds.
They cannot pick up their weapon nor do any other in-game action with that arm for 3 seconds.
The character should drop their weapon at their feet; they cannot throw the weapon behind them or to another character.
If the item in the character’s hand is attached to the character as with a Lock spell or if the item is attuned, then the character does not have to drop the item, but they still cannot use that arm for the full 3 seconds. An Attachment spell or a Paste of Stickiness will not prevent the character from losing the weapon in their hand.
This skill can be used with ranged attacks. The character must still hit the appropraite target to disarm someone. If the True Aim skill is used, then it is assumed to hit where needed to disarm an opponent.
Shields cannot be disarmed if wielded, but if the character is simply holding the shield then it can be disarmed by striking that arm.
This skill can be used to parry a Disarm skill.
It cannot be used to parry any other martial attack or for another character. The character should call "Retain" when they use this skill to stop a disarm attempt.
When this skill is used offensively, it is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls the apprpriate defense the skill is used. This skill is always used once used to parry a Disarm skill.
Escape
Build Cost: 4
Duration: Instant
Skill Type: Dexterity
Prerequisites: Dodge
Skill List: Assassin, Master Thief
This skill allows the character to skillfully escape from normal mundane bonds, restraints or ropes that bind their arms or legs.
This skill will not allow the character to escape from magical or alchemical bindings, being held by another character, or being paralyzed.
Only one use of this skill is needed to free both the character’s arms and legs.
The character must call “Escape” when they use this skill.
The player may, if they wish, call a hold to physically remove the bonds.
This skill does not require the use of the character’s focus and a verbal.
Hypnosis
Hypnosis
Build Cost: 10
Energy Cost: 10
Duration: 30 Minutes
Skill Type: Dexterity
Prerequisites: Master Assassin Skill
Skill List: Assassin
This skill allows the character to hypnotize one targeted character that is within 10 feet and after making direct, mutual eye contact for 3 seconds.
The In Game verbal, “I compel you with hypnosis”, must be used after the 3 seconds of eye contact.
If eye contact is broken before the verbal is finished, or either character takes damage the attempt fails and the skill is used.
Hypnosis and any Charm School spell or lesser racial ability – satyr/faun charm etc. – are mutually inclusive.
However, the hypnosis will override the commands of a lesser charm. For greater racial abilities – Vampiric Domination, Demonic or Draconic Charm – though also mutually inclusive, the hypnosis will be overridden by the greater racial charm.
The Iron Will skill can block the Hypnosis skill.
If the target also has a use of the Hypnosis skill, they may use that to block the attack. Resist Suggestion spell will not work to stop this skill.
While the hypnosis is in effect, the character may give any number of commands to their target. The commands must be in a clear and understandable language. While hypnotized, the target character will not attack the character unless they are ordered to.
The targeted character will remember all the actions they took while hypnotized and believe them their own.
They can be ordered to forget who hypnotized them – this is the only command that will last after the hypnosis ends. A second use of the Hypnosis skill will reveal this lost memory. The character can cause the target to forget or remember anything else they want; however, the affected character will remember the truth when the duration ends.
This skill lasts for 30 minutes.
If while under the effects of a Hypnosis skill the target character is hypnotized, the newest hypnosis takes effect and the old one ends.
The hypnotized character does not know they are hypnotized while under the effects, nor when the affect ends.
However, they may question why they took actions they would not normally or why they forgot certain facts.
Make Contact
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Rank 3 Alchemy School x1
Skill List: Alchemist, Assassin
This skill will make an alchemical item into contact item.
Contact items can be administered by packet touch, by applying it to an item, applying it to a weapon, or thrown. If placed on an item, the character must make skin contact to take effect.
When used on a weapon the player must call "poison" after the damage of the blow, and if Body Points are hit, the item takes effect. When thrown it must hit the player and the character must have 0 Armor Points currently for it take effect.
This skill cannot be used on alchemical items that have already been created. Using this skill increases the number of Energy Points and Reagent Tags needed.
Whether this skill works on an alchemical item is noted in the items description.
Master Assassin
Build Cost: 8
Purchase: Once
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, 20 Build Points of
Skill List: Dexterity Skills
Assassin
When a character purchases this skill they gain the ability to use: Small Weapon, Thrown Weapon, One-Handed Edge, Bow, Crossbow, and the Florentine skill. The character also gains the ability to use two One-Handed Edge weapons Florentine style.
Additionally, any Build Points the character may have spent on these weapon skills are refunded when this skill is learned.
So, if a character has One-Handed Edge skill, Florentine skill and Thrown Weapon skill the character would get back a total of 8 Build Points, effectively getting the Master Assassin skill for free.
Missile Deflection
Build Cost: 3
Purchase: Multi
Duration: Instant
Skill Type: Dexterity
Prerequisites: Assassin Proficiency x2
Skill List: Assassin
This parry skill allows the character to deflect any ranged attack including ones that use the True Aim skill or use any special martial skill, except the Slay skill.
The character should call “Missile Deflect” to use this skill.
This skill can be used even if it is delivered from behind, but not if from a surprise attack; therefore it is impossible to parry the Assassinate skill.
It is also possible to parry an attack directed against someone else as long as they are within weapons length.
A character cannot use a ranged attack to parry an attack for another. The character may block any low magic or Nature Magic spell that is not combined with a Perfect Aim skill for another character, but they then take the effect of the spell and must call an appropriate defense that will stop the spell in order to avoid the effects of the spell themselves.
This skill is always used once called.
Paralyze Touch
Build Cost: 5
Energy Cost: 5
Duration: 10 Minutes
Skill Type: Dexterity
Prerequisites: 3 Unique Assassin Skills
Skill List: Assassin
This skill allows the character to paralyze the target character with a packet touch.
The character may touch their target legally on their body with a spell packet held in their hand.
This skill is a non-combat skill and cannot be used on someone engaged in fighting. The Paralysis Touch skill can be countered by the appropriate defense for a physical attack; namely Invulnerability spell, a parry skill, Dodge, etc., however, if the target character is surprised, they many not use their martial parry skills.
The target of this skill is rendered paralyzed for 10 minutes.
The paralysis can be released by the original character or another character with their use of the Paralysis Touch skill. A Heal Body spell will release a paralyzed character.
This skill is not used if the character misses their target or the attack is blocked.
If they succeed in touching their target or if the target calls an appropriate defense, the skill is used.
Poison Immunity
Build Cost: 5
Purchase: Multi
Duration: Constant
Skill Type: Dexterity
Prerequisites: 20 Build Points of
Dexterity Skills
~ or ~ Resist Alchemy
Skill List: Assassin, Master Thief, Alchemist
The character becomes immune to a type of poison and therefore they are immune to all forms of that poison.
For example, if they become immune to death poison, then they are immune to Instant Death, Slow Death and Quick Death.
Similarly, if the character is immune to damaging poisons then they are immune to all damaging poisons – 8, 12, 16, and 24 point versions.
The following table outlines what categories the character can choose from.
Amnesia Poison
Blindness Poison
Damaging Poisons
Death Poisons
Feeblemind Poison
Forget and Remember Poison
Love Poison
Paralysis Poison
Paranoia Poison
Silence Poison
Sleep Poison
Weakness Poison
The character may not become immune to solutions or potions.
Resist Truth
Build Cost: 3
Energy Cost: 3
Duration: Special
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List
Skill List: Assassin, Master Thief
With the purchase of this skill, the character is able to lie while under the effects of a charm spell or truth inducer, per skill cycle, per question asked per truth inducer or charm.
Therefore, if the character is subjected to a Speak the Truth spell, they can use one use of this skill to lie to this question. If asked the same question with another Speak the Truth spell, the character needs to use another use of this skill.
However, if the character is dominated or enslaved by spell or skill, then no matter how many times they are asked the same question, they may use one Resist Truth tag to stop all those questions.
This skill will also prevent you from being forced to commit an action that would answer a question.
For example, if a character was dominated and asked if they were an assassin, they could use this skill to lie to that question. For as long as that particular Domination spell was in affect they could continue to lie. If they where asked to raise their arm, stand, dance, etc. if they were an assassin they could “lie” and not follow those commands. However, if they were ordered to follow the caster, protect the caster, or any other similar action they would be compelled to do so. If the character was again dominated and asked the same question, they would have to use another purchase of the Resist Truth skill to lie.
This skill will not work against the Detect Lie skill.
True Aim
Build Cost: 6
Energy Cost: 6
Duration: Instant
Skill Type: Martial
Prerequisites: 1 Proficiency with
a Ranged Weapon
~ or ~ 1 Assassin Proficiency Skill
Skill List: Master Warrior, Assassin
With this skill, the character may hit any target character within line of sight flawlessly without having to actually hit the target.
The character must have the appropriate ranged attack in hand and the character must fire or throw the attack.
If the character or targeted character is outside a building, the missile attack must go at least as far, if not farther than, the target. It need not hit or be close, just reach the target.
If the character and the target character are inside an Out of Game real world building the range of a True Aim skill is unlimited.
The character must prefix the attack with “True Aim…”, and call the damage or effect. The character should indicate the target clearly by pointing at the target.
This skill is always used once called.
Notes | Poisons
Special Notes on Assassin Skills
More Info
Some Assassin skills are not used if they miss their target, if the blow strikes the target character’s shield, or the target character blocks the blow with their weapon.
In order for the skill to be used the character must either strike their target or the target character uses an appropriate defense either magical or martial.
The following skills follow this rule: Assassinate, Assassin Strike, Disarm, Paralyze Touch, and Weapon Accuracy.
Special Rules for Poisons
More Info
A poison or other alchemical item that is an ingested substance can be placed in food or drink.
Most of the food or drink must be consumed before the item will take effect, for marshaling purposes at least 75% of the food or drink counts as most.
If a character wants to poison a large container or vessel, such as a cask of ale or a pot of stew, they need to have enough doses of the alchemical substance to dose the entire batch or container.
For example, Balthazar decides he wants to “spice” things up at the feast one night.
He goes to a Marshal and asks how many servings of stew are in the pot in the kitchen. The Marshall rules that the pot holds 25 servings of stew. Balthazar would then need 25 Gypsy Love Poisons to dose the batch, any less and the attempt completely fails and all doses are lost. But Balthazar has been planning this for a long time and has the needed 25 doses of the poison. He sneaks in the kitchen and while Fugazi the Cook is not looking, dumps the poison into the pot, while the Marshal is watching. Now whenever someone finishes their stew they will fall in love with the next person of the opposite sex they see.
Even though there is a potential for a lot of an alchemical item needed for a container, unless a character has the first rank of the appropriate school, the alchemical item is undetectable.
Poison Ranks
Druid Skills
Aspect of the Beast
Build Cost: 10
Energy Cost: 10
Duration: 1 Hour
Skill Type: Faith
Prerequisites: Shapeshift, Compel Nature's Creature
Skill List: Druid
When this skill is purchased, the character embraces the animalistic power of nature and gains the ability to call upon their guardian animal totem and merge with it, transforming their body into a bipedal version of the character’s guardian totem animal.
All armor and items worn are unchanged in the new form.
When a character transforms, they must drop to their hands and knees or crouch for 1 minute to roleplay the shift.
During this time, the character puts on the appropriate costuming for the animal which must be at least a mask and a tabard approved by Plot.
The character can be attacked and harmed during this time and no skills or abilities can be used.
The Druid may call latent spell defenses or invoke spell defenses from items, however. Taking damage will not interrupt the transformation unless the Druid is rendered unconscious or worse. If the character is interrupted, they do not use the skill for that Tag Cycle.
When transformed, the Druid gains the following abilities:
+20 Body Points
+1 Strength Bonus
+1 Damage Bonus with their claws only
One special ability based on the type of totem (see table below)
Immunity to all charm effects
Immunity to Fear
May still use their Druid skills, even Nature Magic
They also suffer the following detriments while shapeshifted:
They cannot speak common and therefore cannot use any skills, spells, powers, or items that require a verbal, but can understand what others are saying, and can be understood by Druids.
Category Special Ability Examples
Insects 20 Natural Armor,
Ants, Beetles Acid Spit, 18 points of damage x2
Bears +10 Body Points,
+1 Strength Bonus, Non-combinable
Canines +1 Damage Bonus,
Wolves, Hyenas Master Parry, Track by Scent
Felines +1 Damage Bonus,
Lions, Tigers Critical Attack, Track by Scent
Primates, +1 Damage Bonus,
Equines Feat of Strength Skill x2
Reptiles 10 Natural Armor,
Snakes, Lizards, Threshold of 2 (stackable), Poison Spit:
Testudines Blindness
Scorpions 20 Natural Armor,
Poison Spit: 24 Point Damage x2
Spiders 10 Natural Armor,
Webbing x3
The character must receive approval from the Plot Director for their totem animal and the final category benefits. If a character has a totem that is not represented in the above table, the closest ability match will be assigned.
While in their aspect, the character appears as a half animal half man version. The character gains no special movement powers or the ability to walk on four (or more) legs.
While in animal form, the character may use their Druid skills and Nature Magic spells. They still need to say the appropriate verbal but, in-game, the characters around them do not understand what they are saying. Also, they may use any latent spell normally.
When the character changes back to their natural form and they are down Body Points, the bonus Body Points the character gains from changing are the first to be lost. Therefore, if the character normally has 20 Body Points and uses this skill they would have 45 Body Points. If the character was down 18 Body Points when they changed back, they would be at 20 Body Points – the normal for their natural form. Willingly changing back to their natural form takes the character however long it takes to remove their costume.
The change normally lasts 1 hour, but the character may change back to their natural form at will. If while in the animal form, the character is brought to the Brink of Death, they are forced back into their natural form.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
The character may only purchase Aspect of the Beast or Elemental Quintessence, not both. Once learned this skill cannot be unlearned in order to purchase the other skill.
Bark Skin
Build Cost: 4
Energy Cost: 4
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Druid
Skill List: Druid
This skill calls upon the strength and toughness of the trees to make the character stronger, adding 12 Body Points to the character that can be healed.
These extra points are the first Body Points lost when the character is damaged.
To use this skill, the character must touch a living, healthy, normal, non-sentient tree with bark.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Claws
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Druid
Skill List: Druid
This ability allows the character to turn one or both hands into claws and allows them to use an approved PORTAL claw in combat dealing 1 point of magical damage with each blow.
The claws are part of the character's body and may not be coated with poison as doing so would poison the character. Even if the character were immune to the poison, the poison would be expended when applied.
The character’s claws take damage and any damage dealt to the claws is taken from the character’s Body Points.
Damage Bonuses and special weapon attacks, like the Slay, Stun, Waylay, Assassinate, etc. skills, with the exception of the Speed skill and Inspire and Heroism spell songs, may not be used with the Claws skill.
However, the character’s Strength Bonus does add to the damage.
Druid Claws always swing for magic damage.
The character has the option of using their Elemental Pool Points to increase the amount and type of damage dealt.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Compel Nature's Creature
Build Cost: 8
Energy Cost: 8
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Nature’s Child
Skill List: Druid
This skill uses the Druid’s influence and tie to nature to compel all natural animals within hearing range or Line of Sight of the character to obey their commands for 30 minutes.
When the skill’s duration ends, all incomplete commands are forfeit, and the animals will return to their own will and react according to their nature.
This skill can be countered by sorcery or any other spell or ability that charms the animal.
This skill is not a charm effect and only works on characters with the Animal type on their card.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Elemental Quintessence
Build Cost: 15
Energy Cost: 15
Duration: 1 Hour
Skill Type: Faith
Prerequisites: Nature Magic Rank 3
Skill List: Druid
When this skill is purchased, the character embraces the elemental power of nature and gains the ability to call upon one element (chosen when the skill is purchased) and merge with it, transforming their body into a partial elemental.
All armor and items worn are unchanged in the new form.
When a character transforms, they must drop to their hands and knees for 1 minute to roleplay the shift.
During this time, the character puts on the appropriate costuming for the elemental which must at least be a mask and a tabard. The character can be attacked and harmed during this time and no skills or abilities can be used. The Druid may call latent spell defenses or invoke spell defenses from items, however. Taking damage will not interrupt the transformation unless the Druid is rendered unconscious or worse. If the character is interrupted, they do not use the skill for that Skill Cycle.
When transformed, the Druid gains the following abilities:
- Deals 2 points of damage for each EP used when using their embraced element.
- Claws always swing the embraced element and magic
- Immunity to all charm effects
- Immunity to Fear
- One special ability from the table below:
Element | Special Ability
Air | Thunder and Lightning x3
Earth | Flesh to Stone/Stone to Flesh x2
Fire | Total Power Lava Burst x2
Water | Arctic Wind x3
Life | Elemental Life x2
Death | Elemental Death x2
They also suffer the following detriments while shape shifted:
The character becomes somewhat non-corporeal and loses the ability to wield weapons or shields.
For air, earth, fire, and water, the abilities are stopped by defenses that stop spells. For life and death, the abilities are physical effects and are stopped by any magical defense that stops a physical attack. The abilities require no verbals and the player should suffix the spell effects with the word “…Spell”.
While in their quintessence form, the character appears as their character with aspects of the element. The character gains no special movement powers.
The change normally lasts 1 hour, but the character may change back to their natural form at will. If while in the quintessence form, the character is brought to the Brink of Death, they are forced back into their natural form.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Element | Special Ability
Air |Thunder and Lightning x3
Earth Flesh to Stone/Stone to Flesh x2
Fire Total Power Lava Burst x2
Water Arctic Wind x3
Life Elemental Life x2
Death Elemental Death x2
This skill will not work if the character is unconscious.
The character may only purchase Aspect of the Beast or Elemental Quintessence, not both; purchasing both requires In Game and Plot approval. Once learned this skill cannot be unlearned in order to purchase the other skill.
Elemental Attunement
Build Cost: 5
Energy Cost: Variable
Duration: Constant
Skill Type: Faith
Prerequisites: Druid
Skill List: Druid
Once this skill is purchased, the character may use this skill to deal magical damage of the type and amount given in the table below.
The character must choose one element from the table below when the skill is purchased. Each additional purchase of this skill allows the character to wield one more
element from the table below.
Element | Opposite | Effect
Air | Earth | Lightning Damage
Earth | Air | Earth Damage
Fire | Water | Fire Damage
Water | Fire | Ice Damage
Life | Death | Healing Damage
Death | Life | Body Damage
The character may use this skill to throw elemental damage at a rate of one EPP for one point of damage. The character may use this skill to increase the damage of their weapon strikes in addition to changing the type of damage to the element called upon. The character may use any amount of their available EP’s to increase their damage on a one for one basis in addition to striking for the chosen element.
This skill requires the use of a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. Additionally the character must include the element called upon in the verbal when used as an attack.
This skill can be delivered by touch or through a weapon.
If delivered through a weapon, the targeted character must be struck, weapons and shields will stop the attack. If the character misses their target or the target uses a martial skill to stop the attack, the skill is not used.
Forest Meld
Build Cost: 6
Purchase: Multi
Duration: Special
Skill Type: Faith
Prerequisites: Nature's Child
Skill List: Druid
For each use of this skill, the character may become undetectable while standing next to a tree or shrub.
Once invoked, the character may not move or speak or the effect is negated and the ability is used. To use this ability, the player stands next to a tree or shrub and crosses their hands or weapons over their head.
This skill cannot be used while in combat.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Hibernate
Hibernate
Build Cost: 3
Energy Cost: 3
Duration: Special
Skill Type: Faith
Prerequisites: Forest Meld
Skill List: Druid
This skill allows the character to meld with nature and fall asleep for as long as the character wants, but:
The time specified has to be longer than one week,
The Duration has to specified at the time the skill is used, and
Has to be used in a natural surrounding.
While hibernating, the character is safe from all outside harm and cannot be found. The character does not need to eat, sleep or excrete. They do not age nor do they have any sense of the outside world or the passage of time.
If this skill is used between Events, the character does not need to pay their upkeep and cannot learn any new skills.
To use this skill, the character cannot be in danger of being attacked, engaged in combat, and must sit and meditate for 1 hour. This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Nature's Child
Build Cost: 5
Energy Cost: 5
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Pass Without a Trace
Skill List: Druid
When this skill is used the character becomes one with the land, rendering the character inoffensive to plants and animals for 10 minutes.
Natural plants and animals may not attack the character but may attack anyone that may be with them. If the character willingly attacks any plants or animals while this skill is active, the creatures will fight back. A character that does so, loses access to all Follower of Nature spells and abilities until the end of the next Skill Cycle, and must contact a Plot Marshal.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Nature's Health
Build Cost: 4
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Elemental Attunement
Skill List: Druid
This skill makes the character completely immune to all diseases, natural or magical.
If the character loses their focus, they lose the protection of this skill.
Nature Magic
Nature Magic works just like any regular low magic school; it must be learned rank by rank, requires the use of the correct full verbal and costs Energy Points.
Standard spell defenses will stop the effects of these spells – Negation, Spell Shield, etc – except the character gains no Elemental Pool Points or Energy Points if an Absorption spell is used. A character can use the Redirect skill to redirect a Nature Magic spell.
Nature Magic spells cannot be used with Warlock skills, Create Scroll skill, or Sorcery Rituals.
In order to learn ranks of Nature Magic, the character must meet the following requirements in addition to the listed prerequisites.
Rank | Elemental Pool Purchases
1 | 2
2 | 4
3 | 6
4 | 8
Click here for the list of spells available in each rank of Nature Magic!
Nature's Purity
Build Cost: 5
Energy Cost: 5
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Nature's Health
Skill List: Druid
This skill makes the character completely immune to all poisons, natural or magical, when invoked.
The skill can be called as a defense to an attack, however the character must be conscious in order to use the skill.
Shapeshift
Build Cost: 10
Energy Cost: 10
Duration: 1 Hour
Skill Type: Faith
Prerequisites: Claws, Nature’s Child
Skill List: Druid
When this skill is purchased, the character gains the ability to transform into a normal animal with stats from the normal form of the animal from the PORTAL Monster Compendium each time the skill is used.
All armor and items worn – magical or otherwise – change into the new form and any access to them is lost, however, the benefits of any magic item is still available to the character except magic items that need to leave the character to be useful.
When a character transforms, they must drop to their hands and knees for 1 minute to role-play the shift.
During this time, the character puts on the appropriate costuming for the animal.
The character can be attacked and harmed during this time and no skills or abilities can be used.
The Druid may call latent spell defenses or invoke spell defenses from items, however. Taking damage will not interrupt the transformation unless the Druid is rendered unconscious or worse. If the character is interrupted, they do not use those Energy Points for that Skill Cycle.
They also suffer the following detriments while shapeshifted:
-They cannot speak common, but can understand what others are saying.
-They lose access to all skills, abilities, racial abilities, Body Points, etc of their old form and completely take on the stats of their new form.
-Cannot perform any physical activity the animal cannot naturally perform, for example, opening doors, writing, riding a horse, cooking dinner, etc.
-Cannot use any weapons or shields
While shape changed, the character appears as a completely normal and natural version of the animal form chosen.
When the character changes back to their natural form and they are down Body Points, they are down the same amount of Body Points in their normal form. If this would normally put them at zero or less Body Points, the character is at 1 Body Point.
The change normally lasts 1 hour, but the character may change back to their natural form at will. If while in the animal form, the character is Mortally Wounded or brought to the Brink of Death, they are forced back into their natural form. The character may expend another purchase of this skill at the end of the duration to continue staying in their shapeshifted form without changing back first.
To use this skill the character must have weapons and costuming appropriate to the animal form. Plot has the final say on the stats of the animal and if it is appropriate.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Special Rules for Druids
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All characters that have Druid skills must follow the Druidic Code to maintain access to those skills.
This skill set is subject to Plot approval and can be taken away or denied access to for failing to follow these rules. Should a character lose access to their skills, they must find a way to atone for their transgression In Game.
As with other faith lists, should a Druid lose their free will by a spell or skill, they no longer have access to their faith abilities.
This only applies to charm like effects that gives the wielder control over the target as is the case with Enslavement and Dominate spells; Hypnosis; demonic charm, etc.
Effects such as Silent and Mute, Bedazzle, or Speak the Truth that do not control the character, do not cause them to lose access from their faith skills. When the charm ends, the character can once again use their abilities.
Any race that has free will can become a Druid.
Characters such as goblins, orcs, trolls and other creatures that do not have free will cannot follow any faith.
A character can only follow one faith at one time; therefore a character cannot become a Follower of the Light or Servant of Darkness while they are still a Druid.
Animal Totems
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Once a character becomes a Druid they choose their totem animal.
The guardian totem is the spirit of an animal that most represents the Druid’s nature and demeanor.
This totem may also be called upon during Druidic ceremonies and may be called upon by the Druid while in long meditation for guidance and advice.
This is also the animal form that the character will assume when they take on the Aspect of the Beast, if they purchase that skill.
The Elements
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Druids call upon the power of the elements – those primordial forces that all things in the world are made from – while in service to Nature.
Druids are gifted with abilities that allow them access to these forces and they choose one element to start their journey with.
This is generally the element the Druid feels closest too. They can learn to wield other elements later on if they choose.
Those Druids who fully embrace the elemental power of nature magic can learn the Elemental Quintessence skill and become empowered by their favorite element.
Druidic Code
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There are five rules that Nature has set forth for its followers to live by. There may be other In Game codes and restrictions placed upon the character by the In Game teachers and organizations but these are the ones that nature has set forth.
They are as follows:
- A Druid must protect and defend nature from abuse at all times.
The Druids are the trusted caretakers of Telemere and are tasked with its protection. A farmer who harvests crops or fells some trees to keep warm in the winter is using the bounty of Nature appropriately. A town that destroys an entire forest to better the view of a river is abusing nature and should be stopped.
- A Druid must oppose the corruption of Telemere in all ways.
Foremost amongst these corruptions is Necromancy. All sources of Necromancy, from practioners to it’s creations, must be destroyed or purged when found. The struggle against necromancy must be fought always for the undead never rest.
- A Druid must always seek to maintain the healthy and natural balance of the world.
The natural, wild places of the world as well as the towns and cities of the mortal races are all their gardens to tend. The forests, streams, oceans, plains, savannas, and swamps, all the places where the struggle and drama of life plays out is under their watchful eye.
- A Druid cannot ever tell a lie.
In order to perform the role of guide and advisor that many Druids find themselves in, they must be trusted. Their words therefore must always be free of lies.
- A Druid may never learn Necromancy, cast any necromantic spell, or use any necromantic item.
Necromancy is the bane of Nature and Druids must not succumb to its temptations.
Druid's Focus
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Every Druid must have a focus to use their druidic skills.
All skills in the Druid Skill List Table denoted with an “F” require a focus.
The focus can be any item of any value, either In Game such as a piece of numbered jewelry, a weapon of quality, or In Play.
When a character completes the necessary In Game requirements and learns the Druid skill, they must choose a focus. The character can have only one focus at a time and should they lose their focus, it must be recovered.
If the focus is destroyed or lost beyond any hope of recovery, they may create a new one.
The player must find out In Game how to do this.
The Quest
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All Druids need to complete a quest before they become Druids.
Though this quest can come to the character from various In Game sources, ultimately it is the Plot Committee who decides when a character is ready to be quested and sets down the specific quest the character must complete.
Successful completion of this quest satisfies the “Plot Approval” requirement to learn the Druid skill.
Losing Faith
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Sometimes a Druid may break their code – either accidentally or on purpose.
Doing so causes the character to no longer be able to use some or all of their skills and spells.
A Plot Marshal will determine what effect breaking the Druidic Code has on the character’s faith skills. In Game, the character must find a way to atone for their transgression if they wish to regain their access to their skills.
Sometimes a Druid commits an act they can never atone for or renounces their faith, they fall from grace. These characters lose access to their skills and cannot re-spend their Build Points, but their Body Points are unaffected.
A character can choose to follow a new path, either to be a follower of the High Lord or Dark Lord. If they are accepted by one of these paths, their skills are removed from their card, the Body Points gained from Druidic Skills are lost, and they can then use these unspent, refunded Build Points to purchase skills off the other two lists.
A character can only change faiths once ever and can never go back to their old faith.
Equally, a character can only have skills from one faith at one time ever.
Follower of The Light Skills
Battle Blessing
Build Cost: 4
Energy Cost: 4
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Paladin
Skill List: Follower of the Light
This skill will make the character immune to the special attacks of undead and demon kind.
The character will take full damage, but un-augmented by special effects.
The Paladin cannot be paralyzed, diseased, life-drained, feared, or affected by any other ability from these creatures.
For example, Nilrick uses his Battle Blessing skill before he goes into battle against some undead. He will still take the damage the ghouls are causing but will not be paralyzed. Additionally, the wraiths he is fighting will not swing for direct Body Points with their attacks. During the fight Nilrick falls and a Wight attempts to drain some of his life force but the Battle Blessing skill will prevent the attempt from succeeding.
This is not a defense to any Servant of Darkness skills or spells from these characters.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Cleric
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval, First Aid
Skill List: Follower of the Light
This skill grants the character a limited immunity to Necromancy.
The character is immune to any undead creation spell in the Necromancy School.
Damaging spells from that school still effect the character normally and a Death Slave spell brings the character to the Brink of Death.
Undead creating sorcery rituals effect the character, but they are at half power, half the normal Body Points, Power Points, Strength Bonus, Skills, etc. and are wracked with constant pain and agony. If transformed into undead, the player can choose to end their character’s undead torment whenever they want, after the end of the current Event in which the undead was created, even if the character is on their last death.
Destroy Lesser Undead
Build Cost: 3
Energy Cost: 3
Duration: Instant
Skill Type: Faith
Prerequisites: Paladin, Detect Undead
Skill List: Follower of the Light
This skill will destroy any lesser undead or lesser demon by touch or through a weapon.
This skill can be blocked by a magical defense against physical attacks and the Destroy Lesser Undead skill is used.
A martial parry skill will block the attack but the Destroy Lesser Undead skill is not used.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Detect Lie
Build Cost: 3
Energy Cost: 3
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric
Skill List: Follower of the Light
This skill will test the veracity of the last statement made by another character.
To use this skill, the character should call a Hold, privately ask the target player if they are lying, then call the Lay On.
The skill is undetectable in-game to bystanders and the target character.
A character with the Lie skill can use that skill as a defense. This is the only defense to this skill.
The veracity of the statement is based on what the player, not the character, knows is the truth.
Therefore, if the character is intentionally lying or lying under compulsion (charm effect, Forget and Remember poison, etc), they are lying and will detect as such. Even if the character’s perception of the truth is skewed, the skill will detect the statement as a lie.
For example, a character does not believe it is murder to kill Halflings. After killing Maylee, Scanlon asks the character if they murdered Maylee. The character says no, and Scanlon uses his Detect Lie skill to test the truthfulness of the statement. While the character does not believe killing Halflings is murder, the player must tell Scanlon that he is lying.
The player should not draw upon out-of-game knowledge their character should not know about when judging the truthfulness of their answer.
For example, Susan helped a Plot Marshal set up an ambush down the road. The marshal decides to make her NPC the bait, an innocent farmer’s wife who is being chased by a Lesser Troll the brigands have dominated. The farmer’s wife screams for help and Calandris and his friends hear the call for help and investigate. Calandris asks the farmer’s wife if this is a trap, and she answers no. Calandris uses his Detect Lie skill and learns the farmer’s wife is not lying. While Susan knows there is a trap planned for the characters, her character is ignorant of the trick.
If a character is lied to, and the player does not know the truth, and later tells people the lie believing it to be the truth, he will not detect as lying.
For example, while on an adventure Constantine meets a Dark Paladin who is lying when he says he killed Squire Scanlon and shows him his tabard. Believing the Dark Paladin, Constantine runs to Avalon to get help. Suspecting this may be a trap, Juhani uses her Detect Lie skill to test the veracity of his statement. The skill reveals Constantine is not lying and they go off to find the Dark Paladin. Along the way they meet Squire Scanlon who is alive and well and is looking for his missing tabard.
In the above example, Constantine was not attempting to lie to Juhani, even though he was wrong and Squire Scanlon was alive, the skill still revealed he was telling the truth.
This skill requires no verbal to use.
Detect Undead
Build Cost: 3
Energy Cost: 3
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric
Skill List: Follower of the Light
This skill allows the character to sense if another character is undead or demonic by looking at them.
This skill can only be stopped by the Cloak Undead skill.
If used against a character who is currently possessed, this skill will reveal this fact and the nature of the possessing character.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Greater Magic Weapon
Build Cost: 5
Energy Cost: 5
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Paladin
~ or ~ Dark Paladin
Skill List: Follower of the Light, Servant of Darkness
When invoked, this skill will empower any weapon the character holds to swing for magical damage for 30 minutes.
This skill is hand specific and once invoked, only weapons in that hand will be augmented.
There is no Damage Bonus or other effect from the use of this skill. The weapon can still be shattered.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Heal Life
Build Cost: 10
Purchase: Multi
Duration: Instant
Skill Type: Faith
Prerequisites: 2 Heal Wounds
Skill List: Follower of the Light
This skill allows the character to bring another character that is at the Brink of Death back to life at 1 Body Point without having to use the Death System.
The character using this skill is rendered unconsciousness for 10 minutes with no way of being awoken.
This skill may also be used as an attack, either by touch or through a weapon, against undead only.
It can also be used to block the Death Touch skill.
Using the skill in either of these ways does not cause the character to fall unconscious.
This skill requires the use of the character’s focus and a verbal, whichmust be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of theskill.
This skill can be delivered by packet touch or through a weapon. If delivered through a weapon, the targeted character must be struck, and unlike Channeled spells, weapons and shields will stop the attack.
If the character misses their target or the target uses a martial skill to stop the attack, the skill is not used.
If the attack is stopped by an Empower skill or a magical defense that stops physical attacks, the skill is used.
Heal Wounds
Build Cost: 5
Energy Cost: Variable
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric
Skill List: Follower of the Light
Once this skill is purchased, the character may heal a character’s Body Points via packet delivery method at a rate of one EP for three BP or harm undead characters at the same rate.
The character may also use this skill to mimic Healing School spells at double the Energy Point cost and by packet only.
The table below outlines what spells they can mimic and how many Energy Pool Points it costs.
Healing Spell | Energy Points
Detect Life | 0*
Purify Blood | 2
Assess Ailment | 4
Heal Body | 4
Heal this Mind | 4
Heal this Limb | 6
Heal this Mortal Wound | 6
Return Ghoul** | 8
Return Death Slave** | 20
*The character must have at least 1 Energy Point to Detect Life.
**Only Clerics can mimic these two effects, not Paladins.
Clerics may also use this skill to augment the damage of their weapon to “Light” which will deal direct body damage to all undead and demons and requires one EP per attack. This does not increase the damage done by the attack. Also, the character may use any amount EP’s they have left to deliver “Light” damage via a spell packet at a rate of +3 Damage “Light” per EP.
The character that also has the Paladin skill may also use this skill to increase the damage of their weapon strikes in addition to changing the type of damage to “Light”.
The character may use any amount of their available Energy Pool to increase their damage in this fashion at a rate of +3 Damage “Light” per EP.
Damage augmented with “Light”, in either case, does not harm living characters unless noted on their Character Card.
This skill requires the use of a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. This skill can be delivered by packet or through a weapon. If delivered through a weapon, the targeted character must be struck, and unlike Channeled spells, weapons and shields will stop the attack. If the character misses their target, no matter how it is delivered, or the target uses a martial skill to stop the attack, the skill is not used.
If the attack is stopped by an Empower skill or a magical defense that stops physical attacks, the skill is used.
Holy Blessing
Build Cost: 3
Energy Cost: 3
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Heal Wounds
Skill List: Follower of the Light
This skill allows the character to bless Followers of the Light, Acolytes, and non-mortal beings of good with a +1 Strength Bonus and immunity to fear.
This skill is non-latent and will last for 10 minutes from the time of blessing. If this skill is used on an unaligned person, a Servant of Evil, or a non-mortal being of evil, the skill is used and it will have no effect. This skill cannot be stacked with itself, but will stack with other Stength Bonuses.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Immunity To Charm
Build Cost: 5
Purchase: Multi
Duration: Constant
Skill Type: Faith
Prerequisites: Paladin
~ or ~ Dark Paladin
Skill List: Follower of the Light, Servant of Darkness
This skill will allow the character to become completely and permanently immune to one specific charm or charm-like effect per purchase of this skill.
Some of the charms that can be chosen are given below.
Charm Category | What is Stopped
Charm School Spell | That specific spell only
Domination | Any domination effect, spell, ritual or ability
Vampiric Domination | Any charm affect from Vampires
Demonic Charm | Any charm effect from any demon or Hierarch
Possession | Any possession effect from any type of character
Hypnosis | Any hypnosis effect from any skill or ability
Undead Control | Any skill or ritual that controls undead (not Faith skills)
A character may not use this skill to become immune to any alchemical affect, even if that effect is similar to the categories listed above. Additionally, a character may not become immune to any Follower of the Light or Servant of Darkness compel or turn skills.
Paladin
Build Cost: 2
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval, Cleric
Skill List: Follower of the Light
This skill makes the character permanently immune to all fear effects.
This skill can be purchased in the same month as the Cleric skill.
Repel Undead
Build Cost: 5
Energy Cost: 5
Duration: Special
Skill Type: Faith
Prerequisites: Turn Lesser Undead
Skill List: Follower of the Light
This skill will force all lesser undead and lesser deamons, or one specific greater undead or greater demon to stay 10 feet away from the character as long as they hold up their focus.
The undead or demons may not attack, cast spells directed towards the character, or even look at the character.
This skill does not require concentration and will remain in effect so long as the character continues to hold up thier focus and in the case of a single target, towards the target character.
The charcter may take offensive actions and cast spells while maintaining a repel, but should they take damage, the effect will end. Note that a character may only maintain one Repel Undead at a time and cannot use any of their other Turn Undead skills while maintaining a Repel Undead skill.
This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy or abilities will not counter this skill.
This skill requires the use of the character's focus and a verbal, which must be at least 5 syllables, not including the skill's name, and must contain some reasonable recognizable version of the name of the skill.
Resist Evil
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Faith
Prerequisites: Paladin
Skill List: Follower of the Light
This skill will stop one of the following skills: Death Touch, Pain Touch, Venom Touch, Sever Soul, or one Wounding Strike.
Both the Resist Evil and the resisted skill are used. In the case of use against Sever Soul, this skill can be used when the character is not conscious.
Sorcerer of The Light
Once a character learns Rank 3 Sorcery skill, they have the option of remaining an Unaligned Sorcerer or choosing a side.
Those that choose to follow the Light become White Sorcerers.
The White Sorcerer gains certain benefits for aligning themselves with the light.
First, they receive a +5% bonus to all white rituals. Second, they are able to cast the rituals restricted to White Sorcerers; those rituals that are designated as white only. Finally, they gain double the knowledge bonus for the ranks of the Healing School known for themselves, other casters, and participants in all rituals.
However, there are some disadvantages.
They are no longer able to cast dark rituals and may never use Black Ritual Powder in their rituals. In addition, those who receive the benefit of a White Ritual become beholden to the Laws of a White Sorcerer while they are under the affects of the ritual.
Should the character break any of these Laws or the White Sorcerer’s Cardinal Oath, they immediately lose the benefit of the Ritual and drop to 1 Body Point max for the remainder of the Event which cannot be healed by any means.
The White Sorcerer who cast the white ritual can no longer cast any white only rituals and loses their White Sorcerer Bonus for the remainder of the Event.
Turn Lesser Undead
Build Cost: 5
Energy Cost: 5
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Detect Undead
Skill List: Follower of the Light
This skill will force all lesser undead and lesser demons within hearing range or line of sight of the character to turn and flee away from them for 30 minutes.
The affected characters must turn and move as fast as that type of character is able to move. They are not allowed to take any offensive actions and cannot use defensive skills, but they may invoke latent defenses.
This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy or abilities will not counter this skill.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Turn Undead Horde
Build Cost: 8
Energy Cost: 8
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Repel Undead
Skill List: Follower of the Light
This skill will force all undead and demons of any type, within hearing range or line of sight of the character to turn and flee away from them for 30 minutes.
The affected characters must turn and move as fast as that type of character is able to move. They are not allowed to take any offensive actions and cannot use defensive skills, but they may invoke latent defenses.
This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy or abilities will not counter this skill.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Special Notes
Skills like Destroy Undead can be delivered by either packet or channeled through a weapon.
No extra skill is required to deliver these skills through a weapon.
A Paladin cannot channel through their weapon and their opponents weapon, therefore if a character strikes an opponents weapon or shield, there is no effect and the skill is not used.
Some skills require a verbal to use.
If the character is unable to speak – such as being under the effect of a Silent and Mute spell – they are unable to use these skills.
The verbal must be at least 5 syllables, not counting the skill’s name, but can be anything the player wishes, and must contain some reasonably recognizable version of the skill’s name in the verbal.
For example, “By the will of the High Lord, I Turn Lesser Undead”, would be an acceptable verbal for the Turn Lesser Undead skill. Simply using the name of the skill is not an acceptable verbal.
Some skills also require the use of the Cleric’s or Paladin’s focus.
For turning skills, the focus must be held up, but for the other skills, the character must simply have the focus on their person.
All skills listed as effecting “undead” effect demons as well.
For example, Destroy Lesser Undead will also work as a Destroy Lesser Demon. The player need not call anything differently.
Master Miscellaneous Skills
Autopsy
Build Cost: 2
Energy Cost: 2
Duration: Instant
Skill Type: Arcane
Prerequisites: Battle Surgery
Skill List: Master Miscellaneous
This skill allows a character to determine the cause of death of a character in their Death Count or a corpse.
This skill will tell if the cause of death is from a Slay, Assassinate, poison, general damage, magical effect, the spell and its school, etc.
It can tell what type of weapon was used, but not what specific weapon it was.
A character can only Autopsy one character at a time.
The use of this skill requires the character to concentrate while they are using this skill. The player should look at the character they are using this skill on and can only talk and invoke Latent spells while autopsying someone.
If the use of this skill is interrupted by either taking damage or the character choosing to stop, the attempt fails. If the character wishes to try to autopsy again they must start from the beginning.
This skill does not stop a character’s Death Count, nor can their Death Count be stopped by any means and still use this skill.
For example, a character cannot use Battle Surgery skill to stop the Death Count while using this skill.
Climb
Build Cost: 3
Purchase: Once
Duration: Special
Skill Type: Dexterity
Prerequisites: None
Skill List: Master Miscellaneous
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist.
It cannot be used to climb over a stone wall if the stone wall is there out-of-game, but if the Marshal only describes the wall or if the wall is only represented by a tarp, string or other such out-of-game item, then the character can use this skill.
The Marshal will have final say as to whether the character successfully uses this skill. It typically takes the character 10 seconds to climb 20 feet, although the character can climb any height with this skill.
This skill can never be used to enter or exit combat, nor can it be used to attack from trees, roofs or other out of reach locations.
A character absolutely cannot stand next to a tree and say they have climbed the tree and attack other characters.
Coma
Build Cost: 7
Purchase: Once
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Master Miscellaneous
When a character purchases this skill they permanently change their Death Count, effectively doubling the amount of time the character has at each stage.
Therefore, it takes them 2 minutes to Bleed to Death, are Mortally Wounded for 2 minutes, and will be at the Brink of Death for 10 minutes. This skill does not affect how long they are Unconscious, when they are at 0 Body Points, or Waylaid; it is still 5 minutes.
If another character uses the First Aid skill or a Detect Life spell, in addition to receiving their Death Count status, they will know the character has the Coma skill.
Courage
Build Cost: 3
Energy Cost: 3
Duration: 5 Minutes
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous
When a character learns this skill, they may resist the effects of any and all fear abilities, spells or effects for 5 minutes.
This skill will also resist the use of the Interrogate skill.
The player should call “Courage” when they invoke this skill and when affected by any additional fear effects during the skill’s duration.
Dreadwood Ranger
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Tracking
Skill List: Master Miscellaneous Skill List
This skill allows the character to move through the Dreadwood unmolested by its denizens by knowing the safe paths to travel and how not to alert the creatures that live there.
If the character wishes, they can lead a group of no more than seven other characters safely through at one time.
It does not give the character any special knowledge of what might live in the forest or where anything in the forest is, just how to navigate safely through it.
The more intelligent, free willed creatures in the forest can choose to act normally when they see the character.
Additionally, these Dreadwood creatures do not take kindly to intruders and usually act to kill anyone with this skill they find wandering where they are not supposed to be.
Interrogate
Build Cost: 3
Energy Cost: 3
Duration: Instant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous
This skill allows the character to interrogate another character and force one truthful answer from them.
It takes 5 minutes to use this skill and during that time the character should roleplay his interrogation of the target character.
For every purchase of the Stamina skill the target character has, they can prolong the time it takes to use this skill by 10 minutes. So a character with three purchases of the Stamina skill could hold out for 30 minutes. This skill can be countered by the Courage skill. No other skill or spell will stop this skill.
Paladins and Dark Paladins are immune to the Interrogate skill.
Iron Will
Build Cost: 10
Energy Cost: 10
Duration: Instant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous
This skill trains the character’s mind to resist charms.
The character can use this skill to stop: any Charm School spell, any racial charms like Satyr/Faun charm, the Hypnosis skill, charm like effect Spell Songs, charm like effect Nature Magic, Ritual of Domination, Possession, Vampiric charm, or any other charm affect.
This skill will not stop a fear effect.
This skill has no obvious effects when used and does not need to be called out loud.
This skill must be used immediately after the attack. A player could not wait until they are given a command they do not like then use this skill to free their mind to disobey the order.
The one exception to this rule is charm effects that have a base duration of longer than 1 hour. The character may use his Iron Will to regain self control for 10 minutes. Some examples are: being an undead under the control of another, being under the effects of a Ritual of Domination, or a Demonic Charm. A spell that has been augmented with the Spell Binding skill does not fall under this exception as the base duration is still 1 hour or less.
This skill can never be used to stop any Follower of the Light or Servant of Darkness turn or control skill.
Jump
Build Cost: 3
Purchase: Once
Duration: Special
Skill Type: Dexterity
Prerequisites: None
Skill List: Master Miscellaneous
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist.
It cannot be used to jump over a stone wall if the stone wall is there Out of Game, but if the Marshal only describes the wall or if the wall is only represented by a tarp, string or other Out of Game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. This skill cannot be used to prevent falling damage of any kind. The character is able to jump 10 feet straight up, 20 feet out, or 30 feet down.
This skill cannot ever be used in a combat situation, in other words the character cannot use this skill to jump into a fight, out of a fight, as a means to escape pursuit, or to leap to an unreachable location and attack. It can never be used as a means to jump from tree to tree as a mode of travel, regardless of the character.
This skill can only be used to overcome non-existent obstacles.
Swim
Build Cost: 3
Purchase: Once
Duration: Special
Skill Type: Dexterity
Prerequisites: None
Skill List: Master Miscellaneous
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist.
It cannot be used to swim across an actual lake or river if the water is there Out of Game, but if the Marshal only describes the water obstacle or if the water is only represented by a tarp, string or other Out of Game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. The character walks across the Out of Game representation at a slow walk and can swim any reasonable distance.
Torture
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: First Aid
Skill List: Master Miscellaneous Skill List
This roleplaying skill allows the character to inflict pain upon a character without doing damage.
The target character must be restrained and unable to resist. The character may cause damage if they wish at any point while using this skill; they may even deliver a Killing Blow.
This skill does not force a character to answer any question, reveal any information or perform any task. It can be used with the Interrogate skill to force the target character to answer one question truthfully, but the normal rules of the Interrogate skill apply.
This skill does not allow a character to mutilate a character without doing damage or magically preserving the character in anyway. For example, a character cannot remove an internal organ or bone without delivering a Killing Blow. They can remove fingers or toenails but not hearts, intestines, or spleens.
This skill does not allow the character to alter the target character’s physiology in any way, the Evisceration skill is used for that.
Tracking
Build Cost: 6
Purchase: Once
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Herbal Lore
Skill List: Master Miscellaneous
In order to successfully use this skill, a Marshal must be present. This skill allows the character to track any character that leaves visible signs of its passing.
While using this skill the character must move at a slow walking pace. The Marshal has final say as to the successful use of this skill. If no Marshal is present, this skill fails. In addition, the Marshal must know the whereabouts of the character(s) being tracked. If the Marshal does not know, or cannot discover the whereabouts in a reasonable amount of time, the attempt fails.
For example, Rennai wants to track a necromancer and his undead that attacked some Faralonians. He gets a Marshal who knows where the NPC’s were headed to and the marshal then marshals the tracking skill. However, when the players arrive at the encounter site, the NPC’s are not there, they cannot be reached by Out Of Game communications. The Marshal has no idea where the NPC’s currently are and therefore the tracking attempt has failed.
This skill can also be used to cover tracks.
While using this skill in this fashion, the player must move at a slow walking pace, one step per second. The Marshal has final say as to the successful use of this skill.
Special Rules
The skills on the Master Miscellaneous Skills list are available to all characters regardless of their Advanced Career.
They are essentially the Master Level of the Basic Miscellaneous skills.
Learning Master Miscellaneous Skills
Any character can learn a Master Miscellaneous skill, but they all require the teacher to have a teach skill.
Any Advanced Career teach skill will do and the character needs to have the skill they are teaching.
For example, Garric has the Teach Alchemy skill and also has the Courage and Coma skills. He is able to teach any character, not just Alchemists, the Courage and Coma skills.
Master Thief Skills
Critical Backstab
Build Cost: 3
Energy Cost: 3
Duration: Instant
Skill Type: Dexterity
Prerequisites: Backstab Skill x2
Skill List: Master Thief
This skill allows the character to double their weapon damage for one swing when attacking from behind.
The player should double the amount of damage their character is swinging including base weapon damage, Damage Bonus, Strength Bonus, alchemical affects or magic bonuses.
The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to use their Critical Backstab skill.
A Critical Backstab does not have to be delivered from surprise.
This skill can be used with the Waylay skill to double the damage of the Waylay skill.
The player should suffix the damage they call with the word “Crit”.
This skill is not used if the character misses their target or the attack is blocked.
If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.
This skill does not double any additional damage from the Heal Wounds skill or Wounding skill.
Distraction
Build Cost: 4
Energy Cost: 4
Duration: 10 Seconds
Skill Type: Dexterity
Prerequisites: Trap Dodge
Skill List: Master Thief
This skill allows the chartacter to distract another character for 10 seconds.
While distracted, the character cannot take any offensive action or theft against the target. The target character cannot be Killing Blowed. Should the distracted character be attacked or any violent action takes place within 10 feet of them, the character is no longer distracted.
The targeted character should roleplay being distracted by something for the duration of this skill.
To use this skill the character needs to hit the target character with a spell packet and call "Distraction".
This skill cannot be combined with the True Aim skill.
This charm like skill can be stopped by an Iron Will or a use of the Distraction skill used defensively.
This skill is not stopped by martial or magical defenses that stop attacks. The target of this skill is aware that they have been distracted by the character.
Dodge
Build Cost: 10
Energy Cost: 10
Duration: Instant
Skill Type: Dexterity
Prerequisites: 4 Unique Master Dexterity Skills
Skill List: Assassin, Master Thief
This skill will allow a character to avoid any one magical or physical attack, even from surprise.
If the attack is an area affect attack, this skill does not allow the character to move to avoid the area of affect.
The character may dodge an attack even while encumbered, for example when carrying a body or other heavy items. The character may also dodge when blinded or unable to see the attacker or the attack.
However, the character cannot dodge an attack if they are immobilized in any way, or if they intentionally touch or pick up an item or person. This includes areas or parts of a structure that a character intentionally touches.
A character is considered immobile if they are affected by a Pin, Bind, Paralysis, Imprisonment spell or similar effect or if they are held by another character. A character in a Magic Sanctuary spell must drop the sanctuary in order to dodge.
The character must call “Dodge” when they use this skill. This skill is always used once called.
Master Set Traps
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Dexterity
Prerequisites: Quick Disarm, Set Trap 4
Skill List: Master Thief
This skill allows the character to set traps with no minimum time requirement other than the time it actually takes the player to set the trap.
Additionally, it gives the character an extra free rank of Set Traps. So, if the character has Set Traps 3, then can set traps as if they had Set Traps 4.
Master Waylay
Build Cost: 5
Purchase: Once
Duration: 5 Minutes
Skill Type: Dexterity
Prerequisites: Waylay and 20 Points of Additional Dexterity Skills
Skill List: Master Thief
This skill works the same as the Waylay skill with three exceptions.
- Master Waylay is delivered subtly so the character only needs to call the attack loud enough for the target to hear it.
- The character being attacked may be in combat but the charater using this skill cannot be in combat.
- The character should prefix their damage with "Master Waylay".
Missile Deflection
Build Cost: 3
Purchase: Multi
Duration: Instant
Skill Type: Dexterity
Prerequisites: Assassin Proficiency x2
Skill List: Assassin
This parry skill allows the character to deflect any ranged attack including ones that use the True Aim skill or use any special martial skill, except the Slay skill.
The character should call “Missile Deflect” to use this skill.
This skill can be used even if it is delivered from behind, but not if from a surprise attack; therefore it is impossible to parry the Assassinate skill.
It is also possible to parry an attack directed against someone else as long as they are within weapons length.
A character cannot use a ranged attack to parry an attack for another. The character may block any low magic or Nature Magic spell that is not combined with a Perfect Aim skill for another character, but they then take the effect of the spell and must call an appropriate defense that will stop the spell in order to avoid the effects of the spell themselves.
This skill is always used once called.
Pick Pockets
Build Cost: 4
Purchase: Multi
Duration: Instant
Skill Type: Dexterity
Prerequisites: Speed Search
Skill List: Master Thief
This skill allows a character to pick the pockets of other characters.
In order to use this skill the character needs an Out of Game pick pocket tool, which is an alligator clip with a piece of string attached to it.
The length of the string starts out at 2 inches and increases by 1 inch for every additional purchase of this skill. The string should be knotted or marked at one inch intervals, and must be approved by a Rogue or Arms Marshal before use. Players may carry any number of clips of the appropriate length.
To use this skill, the character must first get a Marshal to marshal this skill.
Then, the character must place their pick pocket tool anywhere on the targeted character’s clothing or person.
The clip may not be placed on weapons, shields, or props. Once the clip is placed on the character’s person the character walks over to the Marshal, only then are the items stolen.
The Marshal will approach the targeted character and will call a Hold to remove any single in-game item which the string can reach designated by the character using this skill.
This skill will not allow you to take items which hold other items, such as bags or pouches.
Items may be retrieved from within pouches or pockets, from under clothing, or other items of apparel, as long as the string can touch the item while still clipped where the character placed it.
The item pilfered can be no larger than the palm of the pickpocket’s hand in any direction.
If it is larger then the palm the item is not stolen and the attempt fails. No item that is attuned can be stolen and the attempt automatically fails and the target character is alerted to the attempt.
Additional clips may be attached to the target character to steal additional items. Any interruption during the process results in a failed attempt. If the target character catches you placing clips or if you are caught by someone else, you have been caught red-handed and the last attempt fails – nothing is gained from that attempt.
A Marshal must be present to use this skill, there are no exceptions. If your Marshal is pulled away while marshaling your theft, the attempt fails, but you escape detection for the time-being. The Marshal has final say as to whether something can be pick pocketed.
A character may also use this skill to place items on a character.
The character must still place the alligator clip in the area in which they intend to place the item and have the item they wish to place in-hand. When the clip is placed, the character using the skill gives the item to the marshal who then places it within the range of the string. The item to be placed must still be palm sized.
Out of Game, personal items may be removed only at player’s discretion. Items actively held in the hand, being actively used by the target character, or under a glove may not be pick pocketed.
Poison Immunity
Build Cost: 5
Purchase: Multi
Duration: Constant
Skill Type: Dexterity
Prerequisites: 20 Build Points of
Dexterity Skills
~ or ~ Resist Alchemy
Skill List: Assassin, Master Thief, Alchemist
The character becomes immune to a type of poison and therefore they are immune to all forms of that poison.
For example, if they become immune to death poison, then they are immune to Instant Death, Slow Death and Quick Death.
Similarly, if the character is immune to damaging poisons then they are immune to all damaging poisons – 8, 12, 16, and 24 point versions.
The following table outlines what categories the character can choose from.
Amnesia Poison
Blindness Poison
Damaging Poisons
Death Poisons
Feeblemind Poison
Forget and Remember Poison
Love Poison
Paralysis Poison
Paranoia Poison
Silence Poison
Sleep Poison
Weakness Poison
The character may not become immune to solutions or potions.
Quick Disarm Trap
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Dexterity
Prerequisites: Disarm Trap, Trap Dodge
Skill List: Master Thief
This skill allows the character to disarm any one non-magical trap, seen or unseen, whether the character is aware of it or not.
This skill cannot be used as a defense. The player must declare they are using this skill on something they suspect might be trapped.
Then the door, box or item is opened and if there is indeed a trap it is automatically disarmed.
If there is no trap then the skill is not used. The character must spend 10 seconds working on the suspected trigger to disarm it.
Quick Pick Locks
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Dexterity
Prerequisites: Pick Locks, Trap Dodge
Skill List: Master Thief
The character with this skill is able to pick any one non-magical lock the character can see and reach.
The player must declare they are using this skill on something they suspect might be locked. Then the door, box or item is opened and if it is indeed locked, it is automatically unlocked. If the lock is not locked, then the skill is not used.
The character must have In Game lock picks to use this skill.
The character must spend 10 seconds working on the suspected object to unlock it.
Resist Truth
Build Cost: 3
Energy Cost: 3
Duration: Special
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List
Skill List: Assassin, Master Thief
With the purchase of this skill, the character is able to lie while under the effects of a charm spell or truth inducer, per skill cycle, per question asked per truth inducer or charm.
Therefore, if the character is subjected to a Speak the Truth spell, they can use one use of this skill to lie to this question. If asked the same question with another Speak the Truth spell, the character needs to use another use of this skill.
However, if the character is dominated or enslaved by spell or skill, then no matter how many times they are asked the same question, they may use one Resist Truth tag to stop all those questions.
This skill will also prevent you from being forced to commit an action that would answer a question.
For example, if a character was dominated and asked if they were an assassin, they could use this skill to lie to that question. For as long as that particular Domination spell was in affect they could continue to lie. If they where asked to raise their arm, stand, dance, etc. if they were an assassin they could “lie” and not follow those commands. However, if they were ordered to follow the caster, protect the caster, or any other similar action they would be compelled to do so. If the character was again dominated and asked the same question, they would have to use another purchase of the Resist Truth skill to lie.
This skill will not work against the Detect Lie skill.
Set Trap 5
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Traps 4
The 5th Rank of Set Traps Skill - You must attain this skill In Game to unlock its secrets...!
Speed Search
Build Cost: 6
Energy Cost: 6
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Evaluate Item
Skill List: Master Thief
With this skill, the character is able to completely search an immobile (unconscious, paralyzed, bound, etc.) character in 10 seconds.
One hand holding a spell packet must be in contact with the target character while calling “Speed Search 1, Speed Search 2… all the way up to Speed Search 10”.
The 10 seconds should be accompanied by an In Game frisking motion (above the body) starting at the head or feet and continuing along the body, as the skill is easily recognizable as a frenzied search.
The target must give up any In Game items they have in their possession, except those hidden by magical means or items that are attuned.
Items located inside the searched character, swallowed items for example, are revealed as such, but the character must remove the item after the search is completed.
Only one character can search another character at a time. The target character is easily recognizable as having been searched.
Trap Dodge
Build Cost: 4
Purchase: Multi
Duration: Instant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Set Trap Rank 3
Skill List: Master Thief
This skill allows a character to escape the effects of a trap once it has been triggered.
The character does not move from the spot they were in when the trap was triggered. The character can dodge a trap even if they were surprised. This skill may not be combined with Dodge, Jump, or any other movement-affecting skill. The character cannot dodge a trap that they intentionally set off.
Tight Rope Walker
Build Cost: 4
Purchase: Once
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Climb
Skill List: Master Thief
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist.
It allows the character to traverse narrow surfaces and rope at a normal pace and fight normally so long as one foot remains on the representation.
It cannot be used to walk along the roofs of Out of Game buildings or from tree branch to tree branch, but if the Marshal only describes the ledge or if the rope is only represented by a string along the ground then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill.
Traps
The character with the Set Trap Skill can set traps that vary in effect and damage based on how many ranks of the Set Trap skill they have.
There are many different types of approved traps that can be set at PORTAL and the character can set any of them with this skill alone.
For every rank of the Set Trap skill the character has they can make a trap that deals 5 points of normal damage, up to a maximum of 25 points per trap; it will only effect the character that set off the trap.
The trap can be made to affect an area.
For every rank used, the radius can be extended by 5 feet, up to a maximum of 10 feet. A rank can only either add to the damage or increase the radius of effect.
So, a character with five ranks of the Set Trap skill can make a trap that will affect a single character dealing 25 points of normal damage, a trap that deals 20 points of damage in a 5 foot radius, or 15 points of damage in a 10 foot radius.
The character can make traps using less than their maximum number of ranks.
In the above case, a character can make a trap that deals 5 points of damage to a single person even though they have four ranks of the Set Trap skill.
Master Warrior Skills
Armor Efficiency
Build Cost: 4
Purchase: Once
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career Skill List
Skill List: Master Warrior
Normally, after every battle, a character wearing armor will lose 3 Armor Points after spending 5 minutes resetting their armor.
With the purchase of this skill, the character gains two advantages.
The first grants the character one-quarter their starting Armor Points (rounded up) added to their starting Armor Points. This includes the Real Armor Bonus.
The second ensures that the character will always have one-quarter their starting Armor Points after resetting their armor. The character must still spend the 5 minutes in-game resetting their armor after a battle to gain this benefit.
Torso armor must be worn to use this skill. The character may remove the other parts of their armor: their helmet, greaves, gauntlets, etc. but still has to wear their torso armor.
This skill does not augment magical Armor Points such as those from an Armor spell, an alchemical item, magic items, or rituals.
Blind Fighting
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Martial
Prerequisites: 1 Master Proficiency
~ or ~
1 Assassin Proficiency
Skill List: Master Warrior, Assassin
This skill enables a blinded character to engage in hand to hand combat; without this skill a character may not engage in combat while blinded.
This skill does not imply the ability to see.
A character using this skill is assumed to be fighting by "feel" and sound, and can only respond to a hand to hand attack and cannot initiate combat with a foe that they cannot perceive. Once combat starts, the character can continue until the target leaves the combat entirely or out runs the player.
This skill cannot be used – ever – to detect invisible characters, but can be used to attack invisible characters that attack first.
Master Florentine
Build Cost: 4
Purchase: Once
Duration: Constant
Skill Type: Martial
Prerequisites: Florentine, Master Proficiency x1, ~or~ Assassin Proficiency x1
Skill List: Master Warrior
A character with this skill may use any weapon of any length in either hand that the character has the skill to use.
Two-handed weapons may be used only to block, and bastard weapons may be used to deal one-handed damage.
This skill will allow the character to use two one-handed weapons at the same time.
Master Proficiency
Build Cost: 13
Purchase: Multi
Duration: Constant
Skill Type: Martial
Prerequisites: 2 Non-Master Proficiencies
Skill List: Master Warrior
For each purchase of this skill, a character gains a Damage Bonus with all weapons in which they have a weapon skill and according to the table below:
Damage | +Weapon Type Bonus
Small, Thrown, One-Handed, Bastard, Staffs, and Crossbows | +1
Two-Handed, Polearm, Bows | +1.5‡
Great Bows | +2.0
This may be combined with any other Damage Bonus the character has.
Master Proficiency is not hand specific and therefore will add to both weapons of a character using the Florentine skill, but only adds once for two-handed or bastard weapons.
‡ Note: The bonus is rounded down so one purchase give a +1 Damage Bonus and two purchases give a +3 Damage Bonus.
Shatter Weapon
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Martial
Prerequisites: Proficiency Skill x1, Stun
Skill List: Master Warrior
Using this skill, your character may shatter any weapon or shield, regardless of size, using a one-handed edge or a one-handed blunt weapon or larger.
Magic, Mithril and unshatterable weapons may not be broken by use of this skill.
To use this skill, your character must strike their target and hit either their body or weapons.
This skill can be used as a defense and cannot be called if another character strikes them or they block with their weapon.
This skill is not used if the character misses their target. If they succeed in striking their target, or if the target calls an appropriate defense, the skill is used.
Your character must call “Shatter Weapon/Shield” when they use this skill offensively and "Shatter Parry" when using this skill defensively.
Shield Parry
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Martial
Prerequisites: Proficiency Skill x1, Crit, Any Shield Skill
Skill List: Master Warrior
This skill allows the character to use any martial parry skill they know with their shield.
Slay
Build Cost: 10
Energy Cost: 10
Duration: Instant
Skill Type: Martial
Prerequisites: Proficiency Skill x2
Skill List: Master Warrior
This skill allows a character to strike down a target character with one strike.
The character hit with this skill is Mortally Wounded and requires the appropriate healing. This skill ignores armor and does not damage it.
The character must strike between the elbows to the shoulders and shoulders to the knees of the target character.
The character must call “Slay” after the blow is delivered, followed by any special damage modifiers, such as “Magic”, “Silver”, etc.
This skill can also be used as a Slay Parry, which will stop any one physical martial attack, even a Slay skill.
Either use of this skill expends that use of this skill for that Skill Cycle.
This skill is not used if the character misses their target, does not hit the appropriate area on the target, or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.
Speed
Build Cost: 6
Energy Cost: 6
Duration: Instant
Skill Type: Martial
Prerequisites: Proficiency Skill x2
Skill List: Master Warrior
Using this skill, a character may automatically strike their opponent with a single blow.
To use this skill the character must strike at the opponent and must prefix the affect with “Speed”, followed by either weapon damage or a specialty attack such as the Disarm or Slay skills. This skill can only be used with hand to hand weapons and not with ranged attacks.
Even if the Speed skill is used with a Disarm, for example, the targeted character must use a master level skill to stop the attack.
This skill is always used once called.
True Aim
Build Cost: 6
Energy Cost: 6
Duration: Instant
Skill Type: Martial
Prerequisites: 1 Proficiency with
a Ranged Weapon
~ or ~ 1 Assassin Proficiency Skill
Skill List: Master Warrior, Assassin
With this skill, the character may hit any target character within line of sight flawlessly without having to actually hit the target.
The character must have the appropriate ranged attack in hand and the character must fire or throw the attack.
If the character or targeted character is outside a building, the missile attack must go at least as far, if not farther than, the target. It need not hit or be close, just reach the target.
If the character and the target character are inside an Out of Game real world building the range of a True Aim skill is unlimited.
The character must prefix the attack with “True Aim…”, and call the damage or effect. The character should indicate the target clearly by pointing at the target.
This skill is always used once called.
Weapon Accuracy
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Martial
Prerequisites: Proficiency x1
~ or ~ Assassin Proficiency x1
Skill List: Master Warrior, Assassin
Using this skill, a character can pinpoint the “chink” in their opponent’s Armor, and hit their Body Points directly.
The character must suffix the words “Accurate Body” after the amount of damage. This notifies their opponent that such damage is to be deducted from their Body Point total.
This skill may be used with other damage skills such as Critical Attack and Speed, as well as being an effective way to deliver blade poisons. This skill will work against mundane or magical Armor Points, even those from an Armor spell.
This skill cannot be used with an attack that does not do damage.
This skill is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.
Weapons Master
Build Cost: 10
Purchase: Once
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career Skill List, 50 Build Points of Martial Skills
Skill List: Master Warrior
With the purchase of this skill, a character gains the ability to use every form of weapon and shield listed on the Warrior Basic Career Skill List and the Florentine skill.
Weapons not listed on the Warrior Basic Career Skill List may be learned at no additional cost when taught by someone with the specific weapon skill or Weapons Master and the knowledge of how to use the weapon.
Additionally, any Build Points spent on weapon skills the character may have are refunded when this skill is learned.
So, if a character has One-handed Edge skill, Two-handed Edge skill and Large Shield skill the character would get back a total of 10 Build Points, effectively getting the Weapons Master skill for free.
Special Rules
More Information↓
Using Master Warrior Skills
More Info
Some Master Warrior skills are not used if they miss their target, if the blow strikes the target character’s shield, or the target character blocks the blow with their weapon.
In order for the Energy for that Skill to be expended for that Skill Cycle, the character must either strike their target or the target character uses an appropriate defense either magical or martial.
The following skills follow this rule: Feat of Strength, Weapon Accuracy, Shatter Weapon, and Slay.
Extended Prerequisites
More Info
A character must have the required number of Proficiency skills in the same weapon they wish to use the specialty skill in.
For example, if a character has a Proficiency skill with One-Handed Edge and another one with One Handed Blunt, that character does not have the required prerequisite for the Slay skill.
Another example: a character has two Proficiency skills with Weapon Skill: One-Handed Edge and purchases the Slay skill. They can use their Slays with any One-Handed Edged weapon. The character then purchases the Weapon Skill: One-Handed Blunt skill. They cannot use their Slays with a hammer for they do not have the minimum number of Proficiencies needed to use a Slay.
The character then learns a Master Proficiency skill and another Slay. They can use their Slays with their axe, but none with their hammer – they still do not meet the minimum requirements for the Slay skill.
Finally, the character learns one more Master Proficiency skill. Now they may use their Slay skill with any One-Handed Edge or One-Handed Blunt weapon they pick up.
Servant of Darkness Skills
Cloak Undead
Build Cost: 5
Energy Cost: 5
Duration: 6 Hours / Until Dismissed
Skill Type: Faith
Prerequisites: Dark Cleric
Skill List: Servant of Darkness
For 6 hours, this skill will cloak any corporeal undead making them appear to be alive.
The Detect Life spell, First Aid skill, or Detect Undead skill will reveal the character as being alive.
They will be covered in flesh if needed and will be warm to the touch and otherwise appear to be a living breathing character. The undead will even bleed if struck.
However, if the undead is immune to a class of weapons or spells, then no effect will show. This skill will also protect the character from sunlight for the duration of this skill.
When this skill is dismissed or the duration ends the flesh covering dissapates.
This skill provides no protection from damage and will not work on incorporeal undead such as Wraiths or Specters.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Compel Greater Undead
Build Cost: 6
Energy Cost: 6
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Control Lesser Undead
Skill List: Servant of Darkness
This skill allows the character to bend to their will any single undead of any type within hearing range and line of sight for 30 minutes.
The targeted character will do exactly what the user commands; care should be taken that these commands are explicit since the target character may carry out the letter but not the spirit of the command.
After the duration of this ability expires, the undead may seek revenge for being controlled, depending on its personality and the nature of the commands given.
If given a command within the designated time period, the undead must attempt to accomplish and complete the command to the best of its ability, within the duration of this skill.
If the duration should expire, all incomplete commands are forfeit, and the target character is free to react of its own free will.
This skill can be used as a counter to the Follower of the Light turn skills.
This skill can only be countered by a Follower of the Light skill, Servant of Darkness skill, or sorcery; necromancy or abilities will not counter this ability. A character cannot use this skill on themselves.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Control Lesser Undead
Build Cost: 6
Energy Cost: 6
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Dark Blessing
Skill List: Servant of Darkness
Any lesser undead and lesser demons within hearing range or Line of sight of your character must obey all of your character’s commands for 30 minutes.
If the duration should expire, all incomplete commands are forfeit, and the undead will return to their own will and react according to their nature.
This skill can be used as a counter to the Follower of the Light turn skills.
This skill can only be countered by a Follower of the Light skill, Servant of Darkness skill, or sorcery;necromancy or abilities will not counter this skill. A character cannot use this skill on themselves.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Control Undead Horde
Build Cost: 10
Energy Cost: 10
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Compel Greater Undead
Skill List: Servant of Darkness
All undead and all demons within hearing range or Line of Sight of the character must obey the skill user's commands for 30 minutes.
Greater Undead will act as if affected by the Compel Undead skill. If the duration should expire, all incomplete commands are forfeit, and the undead will return to their own will and react according to their nature.
This skill can be used as a counter to the Follower of the Light turn skills.
This skill can only be countered by a Follower of the Light skill, Servant of Darkness, or sorcery; necromancy or abilities will not counter this ability. A character cannot use this skill on themselves.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Dark Blessing
Build Cost: 3
Energy Cost: 3
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Wounding Skill x1
Skill List: Servant of Darkness
This skill allows the character to bless Servants of Darkness, Dark Acolytes, and non-mortal beings of evil (such as Hierarchs, Demons, and undead) with a +1 Strength Bonus and immunity to fear.
This skill is non-latent and will last for 10 minutes from time of blessing.
If this skill is used on an unaligned person, a Follower of Light or a being of good, the skill is used but it will have no effect. This skill cannot be stacked with itself, but will stack with other Strength Bonuses.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Dark Cleric
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval, Torture
Skill List: Servant of Darkness
This skill grants the character a limited immunity to necromancy.
The character is immune to any undead creation spell in the Necromancy School.
Damaging spells from that school still effect the character normally and a Death Slave spell will bring the character to the Brink of Death.
Undead creating sorcery rituals affect the character normally.
Dark Paladin
Build Cost: 2
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval, Dark Cleric
Skill List: Servant of Darkness
This skill makes the character permanently immune to all fear affects.
This skill can be purchased in the same month as the Dark Cleric skill.
Dark Sorcerer
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval, Rank 3 Sorcery
Skill List: Servant of Darkness
This skill allows the character to cast dark only rituals, gives the character a +5% Casting Bonus to all dark and dark only rituals and doubles the caster and participants’ Knowledge Bonus for ranks of Necromancy School known.
Empower Evil
Build Cost: 5
Energy Cost: 5
Duration: Latent
Skill Type: Faith
Prerequisites: Dark Paladin, Compel Greater Undead
Skill List: Servant of Darkness
This skill allows the character to empower an intelligent lesser undead, a greater undead, any demon, or a Servant of Darkness to resist one Follower of the Light destroy skill, turn skill, Heal Wounds skill, or Heal Life skill.
Additionally the Empower Evil skill will stop one Servant of Darkness Pain skill, Envenom skill, Death Touch skill, control skill, or Wounding skill. Empower Evil is latent and non-stackable.
This skill requires the use of the character’s focus and a verbal which must be at least 5 syllables not including the skills name and must contain the name of the skill.
The character must call “Empower Evil” when they invoke this skill.
Greater Magic Weapon
Build Cost: 5
Energy Cost: 5
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Paladin
~ or ~ Dark Paladin
Skill List: Follower of the Light, Servant of Darkness
When invoked, this skill will empower any weapon the character holds to swing for magical damage for 30 minutes.
This skill is hand specific and once invoked, only weapons in that hand will be augmented.
There is no Damage Bonus or other effect from the use of this skill. The weapon can still be shattered.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Immunity To Charm
Build Cost: 5
Purchase: Multi
Duration: Constant
Skill Type: Faith
Prerequisites: Paladin
~ or ~ Dark Paladin
Skill List: Follower of the Light, Servant of Darkness
This skill will allow the character to become completely and permanently immune to one specific charm or charm-like effect per purchase of this skill.
Some of the charms that can be chosen are given below.
Charm Category | What is Stopped
Charm School Spell | That specific spell only
Domination | Any domination effect, spell, ritual or ability
Vampiric Domination | Any charm affect from Vampires
Demonic Charm | Any charm effect from any demon or Hierarch
Possession | Any possession effect from any type of character
Hypnosis | Any hypnosis effect from any skill or ability
Undead Control | Any skill or ritual that controls undead (not Faith skills)
A character may not use this skill to become immune to any alchemical affect, even if that effect is similar to the categories listed above. Additionally, a character may not become immune to any Follower of the Light or Servant of Darkness compel or turn skills.
Pain Touch
Build Cost: 6
Energy Cost: 6
Duration: 5 Minutes
Skill Type: Faith
Prerequisites: Dark Paladin, Wounding Skill
Skill List: Servant of Darkness
This skill will cause the targeted character to fall to the ground or to their knee in extreme pain.
The target character cannot move or take any other action except invoke latent spells. This affect can be cured by using the Heal Wounds skill to Heal Body.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
This skill can be delivered by packet touch or through a weapon.
This skill can be blocked by, and is expended by, a magical defense that stops physical attacks or the Resist Evil skill, or a defensive martial skill which is used but does not expend the Pain Touch skill for that Skill Cycle. This effect can only be cured by a Heal Body cast from a Heal Wounds skill, not the spell.
Sever Soul
Build Cost: 4
Energy Cost: 4
Duration: Instant
Skill Type: Faith
Prerequisites: Death Touch
Skill List: Servant of Darkness
This skill can only be used on a character that has been brought to the Brink of Death and will bring them to the end of their Death Count.
This skill takes 60 seconds to use.
The character should deliver this skill, by packet touch or through a weapon, like a Killing Blow, “<verbal> Sever Soul 1, Sever Soul 2, Sever Soul 3…” up to a 60 second count. The character only needs to say “Sever Soul” every 5 seconds after the first three and before the last three. This count must be said in an audible voice and is obvious to others looking out. Though the target character is not forced to leave the body, they may at any time after this skill is used. This skill can be blocked by the Resist Evil skill.
This skill requires the use of the character’s focus and a verbal, which can be of any length and must contain the name of the skill.
Unlife
Build Cost: 8
Purchase: Once
Duration: Constant
Skill Type: Faith
Prerequisites: Repel Undead
Skill List: Servant of Darkness
Once this skill is purchased, the character’s immunity to being turned into an undead is forfeit.
Every time the character is raised as an undead through necromancy or sorcery they gain the characteristics of the undead they are turned into – body and abilities – and will be able to use all of their skills and Servant of Darkness skills as a free thinking character not under the caster’s control.
The one exception is Zombies and Skeletons created through the Necromancy School, the character cannot use any skill or ability that requires verbals.
If the character is resurrected, they will retain memory of their time as an undead, but not the act of being animated. This skill will not protect them from skills or abilities that control undead.
Venom Touch
Build Cost: 8
Energy Cost: 8
Duration: 5 Minutes
Skill Type: Faith
Prerequisites: Pain Touch, Dark Paladin
Skill List: Servant of Darkness
This skill will contaminate the targeted character’s blood with a fatal, non-alchemical effect, bypassing all armor.
The target is paralyzed for 5 minutes and if not cured in that time the character will be brought to the Brink of Death.
This effect can only be cured by using the Heal Wounds skill (not the low magic spell) to Purify Blood. While under the effects of this skill, the target is visibly surrounded by a sickly green nimbus.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. This skill can be delivered by touch or through a weapon. This skill can be blocked by, and is expended by, a magical defense that stops physical attacks or the Resist Evil skill, or a defensive martial skill which is used but does not expend that Pain Touch skill used for that Tag Cycle.
This effect can only be cured by a Purify Blood cast from a Heal Wounds skill, not the low magic spell.
Wounding
Build Cost: 5
Energy Cost: Variable
Duration: Instant
Skill Type: Faith
Prerequisites: Dark Cleric
Skill List: Servant of Darkness
The character may use this to heal themselves and any evil characters’ (Servants of Darkness, undead, demons, Dark Acolytes, etc.) Body Points at a rate of three BodyPoints for one Energy Point.
The character may not use their pool to mimic Healing School spells.
A Cleric may also use one Energy Point to augment the damage of their weapon strike to “Dark” which will do direct Body Point damage to any character, even those only affected by magic.
This does not increase the damage done by the attack. The character may use any amount of their available Energy Points to deliver direct Body Point damage on a one for one ratio by packet touch or thrown with a spell packet.
This skill requires the use of a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. This skill can be delivered by packet touch, thrown, or through a weapon. If delivered through a weapon, the targeted character must be struck, weapons and shields will stop the attack.
If the character misses their target, whether thrown or delivered threw a weapon, or the target uses a martial skill to stop the attack, the skill is not used.
If the attack is stopped by a Resist Evil skill or a magical defense that stops physical attacks, the skill is used.
Special Notes
Dark Clerics, Dark Paladins and Dark Sorcerers must follow certain rules in order to maintain their skills and faith.
These are the laws set down by the Dark to its servants.
There may be other In Game rules set down by the other In Game organizations that the character may be asked to follow, but these are the ones set down by the Dark and the character can lose access to their skills should they break one of them.
Laws for Dark Paladins
More Info
A Dark Paladin must be evil. Forever shall they be bound to the will of the Dark Lord and ever foster his ideals and precepts. A Dark Paladin must be overtly evil, a shining beacon of darkness and evil. Dark Paladins are the ultimate champions of evil and must act accordingly.
A Dark Paladin must destroy good whenever possible and prudent. Dark Paladins are called upon to fight on the front lines of the war against the light, and they are required to seek its destruction.
A Dark Paladin may never willingly commit a selfless act, even to feign goodness in order to fool others and ingratiate themselves.
A Dark Paladin must always obey the Dark Lord and those who bear his word. Sometimes there may be those who will lie and claim they were given sovereignty over the Dark Paladin. It is up to the Dark Paladin to determine the validity of this claim, but should they choose wrongly, they will be punished accordingly.
Laws for Dark Clerics
More Info
A Dark Cleric must be evil. Forever shall they be bound to the will of the Dark Lord and ever foster his ideals and precepts.
A Dark Cleric must destroy good whenever possible and prudent. Dark Clerics are not called upon to fight on the front lines of the war against the light, but they are required to seek its destruction by whatever means is available to them.
A Dark Cleric may never willingly commit a truly selfless act, they may however feign goodness in order to fool others and ingratiate themselves with those they seek to corrupt and destroy.
A Dark Cleric must always obey the Dark Lord and those who bear his word. Sometimes there may be those who will lie and claim they were given sovereignty over the Dark Cleric. It is up to the Dark Cleric to determine the validity of this claim, but should they choose wrongly, they will be punished accordingly.
Laws for Dark Sorcerers
More Info
A Dark Sorcerer must be evil. Forever shall they be bound to the will of the Dark Lord and ever foster his ideals and precepts.
A Dark Sorcerer must always exact a price, be it coin or some other self serving fee, in exchange for any dark ritual they cast on another.
A Dark Sorcerer may never willingly commit a truly selfless act, they may however feign goodness in order to fool others and ingratiate themselves with those they seek to corrupt and destroy.
A Dark Sorcerer must always obey the Dark Lord and those who bear his word. Sometimes there may be those who will lie and claim they were given sovereignty over the Dark Sorcerer. It is up to the Dark Sorcerer to determine the validity of this claim, but should they choose wrongly, they will be punished accordingly.
Those players looking to play a Servant of Darkness should keep in mind a few things.
First, Valoria strives to be a good and lawful society. While this does not mean a player cannot play a Dark Cleric, Dark Paladin, or Dark Sorcerer, it does mean that:
In Game actions have In Game consequences!
If you make the choice to play one of these character types you must be prepared for the possibility that you may not be able to play that character openly in town and should you get caught doing something evil; your character may be killed or even banished, making you a fugitive.
A player should therefore think very carefully before becoming a Servant of Darkness.
Sorcerer Skills
Create Scroll
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Read Magic, 4th Rank Magic x1
Skill List: Sorcerer
This skill allows the character to create Scrolls.
For more information on creating scrolls In Game, see the Sorcery Page!
Note, all scrolls are written in the Magic language with English characters.
Cosmic Focus
Build Cost: 1
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Rank 1 Sorcery
Skill List: Sorcerer
This Sorcerer only skill allows the character to access rituals that are categorized as Cosmic Focus rituals.
Dissection
Build Cost: 5
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore
~or~
Sorcery Lore
Skill List: Alchemist, Sorcerer
This skill allows a character to take and preserve a body part from a dead or immobile character.
Using this skill takes 1 minute and the character should roleplay cutting or removing the body part as appropriate.
Additionally, the character needs to use a dissection knife to use this skill; no other tools or items can be used.
Normally, any body part taken from a character dissapates after 5 minutes.
However, if the body part was removed and preserved by someone with the Dissection skill, the body part does not dissapate. If the character is healed or ressurected, the character is whole and intact even if a portion of the body is preserved elsewhere.
When you start to remove an internal organ, bones or blood, you deliver a Killing Blow in the first three seconds of starting the dissection. You cannot use First Aid, Battle Surgery, Icy Preservation spell, or other means to stop a Death Count while you are Dissecting a part from a character.
This skill allows a character to collect components from various characters. However, you can only collect the same component once from the same character per month.
For example, Adriana needs the unwilling heart of a Paladin fro her Dark Sorcery. She captures Rynn and dissects his heart, then casts a Life spell on him. She can take his heart again if she wishes but it would not be useable in her ritual; only the first heart is worth anything.
Only one component can be taken from the same character per month regardless of how many characters try to dissect to body, even simutaneously. If multiple characters dissect the same body, then the first one to finish is the only one who gains the usable component. They could take the heart, muscles, or blood but only the first one finished on each component would recieve a valid component.
This skill is used to extract components from a character. It can never be used to preserve a whole character or body. If a part is dissected that contains other components, those components are null and useless.
Identify Components
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Dissection
Skill List: Alchemist, Sorcerer
This skill allows a character to identify components and what race a character is.
It takes 1 minute to use this skill.
This skill will identify a component they find. They can verify what it is by cross-referencing the Out Of Game number on the item tag with a component list.
The character may also identify the race of a character by examining them.
This will not allow a character to identify a character from across a field or during combat for it is necessary to do a close examination of the creature to determine what type it is. The character need not be dead, just unresisting.
They can, for example, tell what kind of troll they are examining, but not what skills or careers they might know. Without this skill, the character might know he has dissected a troll’s blood, but not what kind of troll he is dissecting. If a character wants to know if the brain of the fallen character is a necromancer’s brain, they would first have to dissect the brain then spend another minute in-game identifying the brain.
A character cannot take a sample of un-dissected blood and tell whether the character is a Druid, Mage, Healer, or whatever.
They can do so after dissecting the blood.
Sorcery Lore
Build Cost: 2
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Create Scroll
Skill List: Sorcerer
This skill allows the character to read, write, and understand sorcery rituals.
The rituals can be in any language, but the terms and concepts are undecipherable to anyone who does not have this skill.
Sorcery Rules
Most Sorcerers are neutral or Gray Sorcerers, owing allegiance to no greater power.
However, there are Sorcerers who have dedicated themselves to service of the High Lord or Dark Lord.
All Sorcerers start out as Gray Sorcerers, and later in their careers may choose to serve one of the two opposing sides.
There are advantages and disadvantages to being a White or Dark Sorcerer. The player should see the Follower of Light and Servant of Darkness Advanced Careers on the Higher Powers Page for more information about these Sorcerers.
All rituals have one of five alignments: white only, white, neutral, dark, and dark only.
- A neutral or Gray Sorcerer may cast white, neutral, and dark rituals.
- A White Sorcerer may cast neutral, white, and white only rituals and may never cast dark or dark only rituals.
- Concordantly, a Dark Sorcerer may cast neutral, dark, and dark only rituals and may never cast white or white only.
White Sorcerers must use White Ritual Powder and cannot ever use Dark Ritual powder in their rituals.
Dark Sorcerers must use Black Ritual Powder for dark and dark only rituals and can use either Black or White Ritual Powder in the casting of their neutral rituals.
Gray Sorcerers can use White or Black Ritual Powder to cast neutral rituals, but must use White Ritual Powder for white rituals and Black Ritual Powder for dark rituals.
Spell Singer Skills
Spell Singer
Build Cost: 3
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: Literacy
Skill List: Spell Singer
This skill makes the character a Spell Singer and gives the character access to Spell Singing magic.
Echo
Build Cost: 6
Purchase: Multi
Duration: 10 Minutes
Skill Type: Arcane
Prerequisites: Spell Singing Rank 3
Skill List: Spell Singer
By means of this skill, the Spell Singer is able to change the duration of any spell song from “While Sung” to “10 Minutes”.
For this skill, the Spell Singer must create two lines that are prefixed to the Spell Singer’s song they want to Echo.
When the song is completed the player should call the name of the song and “Echo”.
For example, if the character is using Echo on their Sleep song, the player would call “Sleep Echo”.
Strength Bonus does add to the damage.
Druid claws always swing for magic damage. The character has the option of using their Elemental Pool Points to increase the amount and type of damage dealt.
This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.
Extend Spell Song
Build Cost: 4
Purchase: Once
Duration: Special
Skill Type: Arcane
Prerequisites: Spell Singing Rank 4
Skill List: Spell Singer
This skill allows the character to extend the range of spell songs.
In order to use this skill effectively, there must be other Spell Singers who can hear the song in the area.
The character starts their song and calls “Extension” at the end, then any other Spell Singer who heard the song can then take up the song and extend its range.
The Spell Singers must still be able to hear the originator of the song in order to continue extending it.
Should one of the Spell Singers move too far away and can no longer hear the originator, they may move back in range and take up the song again. Only characters with the Spell Singer skill can extend the song.
If the originator should stop singing, the song ends for everyone.
Using Spell Singing
The practice of this magic does not require a character to sing on key or well, but the spell songs they sing must be recognizable as songs to be effective.
Every character that learns Spell Singing sings a song for each of their spells. While the effects of these spells are the same for each character, the character may personalize it for themselves.
A Spell Singer can teach and share with another Spell Singer one of their individualized songs from their song book. The character does not need the Teach skill and needs to sign the Spell Singer’s song book to verify they have taught them the song.
If the player wants to create an individualized song for their character, they need to work with a Spell Singer teacher, and have their new song approved by the teacher and a Magic Marshal.
The player should call the effect at the end of the song indicating not only the effect but also the completion of the song.
Basic Rules
More Info
All Spell Singing spells take effect at the end of the song.
Some songs must be continuously sung in order to maintain the effect. Should the Spell Singer be forced to stop singing or take any damage when casting or while maintaining the effect, the spell ends. The Spell Singer may move, fight, take or use offensive or defensive actions or skills while maintaining their songs. The player may stop singing to call out-of-game effects or invoke spells, call martial defenses, or use abilities that do not require an in- game verbal. However, the Spell Singer must sing enough of their song so it is clear to everyone they are still singing a song.
Spell Songs will not bypass wards or circles or affect a character protected by a Magic Sanctuary or Imprisonment spell.
Further, the Spell Singer cannot affect anyone else while inside a Magic Sanctuary spell or anyone outside a ward or circle they are in.
All Spell Songs affect their targets without the need to hit them with a spell packet. The Spell Singer needs an Unobstructed Line of Sight to affect their target. Additionally, the character needs to be able to see their target when they start and finish their song and the target must be able to hear the song. If a character is running past some trees while the song is sung, they are still affected by the spell, but should the character run behind a building, out of sight, or behind some semi-transparent obstacle, the song fails and the Energy Points are still expended.
The target player must be able to hear the song, if the character is deaf – either naturally or because they have caused themselves to be deaf – the song still takes effect.
Not hearing a song is not a defense. If the player fails to hear the song because their attention is otherwise occupied elsewhere they are still affected by the song, however, if the player is far enough away or the Spell Singer is not loud enough to reach the player the song fails. As a general rule, if there is someone else near the target that heard the song, the spell will take affect.
Spell Singing is a magical spell effect; therefore defenses that stop spells – Negation, Spell Shield, Outlander Resist, etc. – will defend the character against these spells.
In the case of Reflection the song is stopped but does not reflect back to the caster. A character may use the Dodge skill to stop a Spell Song.
The Dispel Magic and Sever Magic spells work on Spell Singing same as with low magic spells. See the description of these spells in the Thaumaturgy School on the Magic Page!
The Songbook
More Info
Each Spell Singer must maintain a songbook. This acts as a focus for their ability to sing their songs.
The character must always have their songbook on their person, for without it, they will be unable to use their magic. Though the character may have as many songbooks as they wish, they all must be in-game – even if the Spell Singer is an NPC – and contain all the songs the character will use, and the character can only sing the songs in their book.
While the character may refer to the book in-game to sing their songs, they do not have to. The spell book must be at least 3 inches by 5 inches.
Ranks of Spell Singing
First Rank
Will'O'Wisp
2 Energy Points
This song summons a small, non-combative lesser Will’o’Wisp that will help to light the way for the singer.
Combat of any kind near the Will’o’Wisp will frighten it away. Similarly, the Will’o’Wisp will not fly away from the singer to investigate anything. The Will’o’Wisp cannot speak or communicate with anyone in any way and will not go with anyone else.
To represent the light shed by the Will’o’Wisp, the singer should use a small flash light.
Heal
2 Energy Points
Duration: Instant
By means of this song the Spell Singer is able to heal a character 6 Body Points.
It has no effect on a character that is Mortally Wounded or on the Brink of Death.
Note, this spell is not from the element of life and will heal undead, demons, elementals, and even Golems.
Feat of Heroes
2 Energy Points
When invoked, this spell grants the character a temporary +3 Strength Bonus, Non-Combinable
This allows the character to add +3 to the weapon damage of their next attack, or to perform one act of giant strength for no longer than 15 seconds.
If the character normally calls “Two Damage” when they hit, if they invoke a Feat of Heroes they would call “Five Damage”. If the character fails to hit, they do not use up the Feat of Heroes spell.
This song can be combined with a normal Giant Strength spell and other Strength Bonuses.
The player must call “Feat of Heroes” when invoking this spell.
Inspire
LOST! This SpellSong is LOST!
2 Energy Points
This song will give the recipient a +1 Damage Bonus for 10 minutes.
This song is latent and can be invoked any time until the end of the current Event.
Second Rank
Confusion
LOST! This Spell Song is LOST!
4 Energy Points
One character targeted by this charm song will become confused and disoriented while the Spell Singer continues to sing their song.
The target may not do anything except stagger around for the duration of this song. They may not fight, flee, cast spells, call latent spell defenses or invoke magic items. This effect ends if the target character takes any damage or if the caster stops singing or is interrupted.
Injure
4 Energy Points
This song causes 8 points of direct, magical body damage. This damage affects all characters, even undead.
This song cannot be used to deliver a Killing Blow.
Resist Spell Song
4 Spell Singing Points
This song protects the character from one spell song. It will also protect the character from the sonic attacks of screecher moss, sirens, banshees, gargoyles, and other characters that have a sonic attack.
This song will last until invoked or until the end of the current Event.
A character may have only either a Resist Spell Song or a Harmonize upon them at one time, they do not stack.
Repulse
Duration: While Sung and Concentrating
4 Energy Points
This song will repel one character back 10 feet away from the Spell Singer.
The targeted character of this song will also become confused and disoriented.
As long as the Spell Singer continues to sing, the target cannot approach within 10 feet of the singer. The target cannot push the caster away from them. The target can still attack the singer with ranged attacks and spells.
To represent the singer’s concentration, the player must hold their arm parallel to the ground with palm facing the target.
This is a magical force and cannot be over come with strength. This song can be echoed with the Echo skill, but the character must still maintain concentration.
Vocalize
4 Energy Points
Duration: Instant, Latent
This song can be cast upon a person to protect them from any attack that would affect their ability to speak, for example a Silent and Mute spell or a Silence Poison. This song will last until invoked or until the end of the current Event.
This song can also be used to cure a person who is unable to speak whether they are under the affects of some magical spell or alchemy or are naturally mute. In the latter case, a Plot Marshal will determine if the song works.
Wake
4 Energy Points
Duration: Instant
By means of this song, the Spell Singer can awaken a character that is asleep or Unconscious.
This song will work on a character who is sleeping due to a spell, Sleep Poison or Dust of Sleep or who has been rendered Unconscious by a Waylay. In the later case, the character must have at least 1 Body Point to wake up. If the character is at negative Body Points, this spell will have no affect.
Third Rank
Harmonize
6 Energy Points
Duration: Latent
This latent song will negate any sonic attack directed at the character.
Freedom
6 Energy Points
Duration: While Sung
This song will free a character from the affects of any Bond School spell, Paralysis Touch, or Paste of Binding. This spell song will not work on mundane restraints.
Silence
6 Energy Points
Duration: While Sung
The target character of this charm song cannot speak. This means the target cannot cast any spells, use any scrolls or use any skill that requires an in-game verbal. Any defense that would stop Charm School spells will also stop this affect.
Remember: the use of latent spells, magic items, and weapon damage does not require the player to speak in- game, and is not affected by this spell. This spell can end early when a Vocalize, Dispel Magic or Heal Limb spell or similar effect is cast upon the target.
Sleep
6 Energy Points
Duration: While Sung
This song is a charm affect that causes the target to fall asleep and will remain asleep for as long as the singer continues to sing.
Any defense that would stop the Charm School Sleep spell will also stop this affect. The target can be woken up if they receive one or more points of damage.
Fourth Rank
Fear
10 Energy Points
Duration: While Sung
This charm song causes all living characters that can hear and are in Line of Sight of the Spell Singer to run away in fear. This effect lasts as long as the singer continues to sing.
If the affected characters run away and can no longer hear or no longer have Line of Sight with the Spell Singer they no longer have to run. If the character returns to the area of affect they must once again flee until they cannot see or hear the singer or the singer stops.
While feared, the character cannot take any offensive actions and can only use defensive martial skills, invoke latent defensive spells or invoke defensive magic items. While a Heal Mind spell or similar effect will cure the character, they may not cast the spell upon themselves until they are out of Line of Sight from the Spell Singer.
If the Echo skill is used with this song, only those originally affected are feared for 10 minutes.
Free Your Mind
10 Energy Points
Duration: Instant
This song will remove all charm and charm like affects from the target character.
This includes: Charm School spells, Vampiric Domination, Hierarch and Draconic Charms, Forget and Remember poison, Amnesia poison, Hypnosis, Satyr and Faun Charms, etc.
Heroism
10 Energy Points
Duration: While Sung
With this song, the Spell Singer can lift the morale of those who fight on their side. Everyone within the sound of the singer’s voice and sight of the Spell Singer gains a +2 Damage Bonus and +9 Body Points that are healable.
If a character moves away from the singer but later returns they once again receive the benefit of this song, however they only gain the Body Point modifier once, if they move back into the area, they must be healed back the Body Point bonus.
This song is combinable with the affects of an Inspire song.
Remove Curses
15 Energy Points
Duration: Instant
By means of this song the Spell Singer is able to remove all curses upon the target character.
Warlock Skills
Concentration
Build Cost: 6
Purchase: Once
Duration: Constant
Skill Type: Arcane
Prerequisites: One Unique Warlock Skill
Skill List: Warlock
This skill allows a character to cast spells while they are taking damage.
Once purchased, this skill is always in affect. This skill does not protect a character from taking damage; it only allows the to ignore the damage for the purpose of casting spells.
Concentration does not prevent a character from being paralyzed, knocked unconscious, affected by a Bind spell, or otherwise rendered physically unable to cast spells.
Double Cast
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Arcane
Prerequisites: 1 Unique Warlock Skill
Skill List: Warlock
This skill allows a character to cast two identical spells at the same time.
The caster must pay the Power Point cost for each spell and use two purchases of every Warlock skill they use in the casting. However the character only needs one use of the Speed Cast skill.
The caster must use both hands within the normal 5 second limit after saying the verbal; the spell packets do not have to be thrown simultaneously, and the caster may transfer a spell packet from one hand to another during this time.
It is not possible to augment only one of the spells with a Warlock skill. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
One defense that stops spells must be used for each spell, even if both spells are directed against the same target. This is true even when using a Dodge skill to stop the attack.
For example, Lascal is fighting a group of Elves and one of them attacks him, casting a spell “With Perfect Aim, Double Cast Death Slave Spell”. Lascal calls “Dodge, Dodge” and moves behind a large rock. The Warlock can no longer see him. After the fight, the players calculate thier points used and Lascal needs to record 20 Rogue Points used, 10 for each of the Death Slave spells cast at him with the Double Cast skill that he dodged.
To use this skill, the caster must have nothing but a spell packet in each hand, and prefix the spell verbal with “Double Cast…”
Double Power
Build Cost: 5
Energy Cost: 5
Duration: Instant
Skill Type: Arcane
Prerequisites: 2 UniqueWarlock Skills
Skill List: Warlock
This skill allows the character to double the numerical effect of either: twice the damage, twice the size, or twice the effect of any spell.
This does not change the cost in Power Points of the spell. For example, a Double Power Dragon’s Breath spell would do 64 points of magical fire damage and cost 8 Power Points. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
For the spell to be doubled, it must involve a numeric quantity. For example: Double Power Armor spell grants 6 points of armor,
Double Power Fortitude spell has an 8 Threshold, Double Power Blast spell would destroy a door twice as large, a Double Power Lock spell would require a Strength Bonus of +6, etc. This skill does not increase the duration or number of uses of a spell.
The use of this skill is indicated by prefixing the spell verbal by “Double Power…”
Overlay
Build Cost: 6
Purchase: Multi
Duration: Instant
Skill Type: Arcane
Prerequisites: 3 Unique Warlock Skills, Special
Skill List: Warlock
With this skill the character can cast a latent spell on the target character contrary to the normal spell stacking restrictions.
In order to use the Overlay skill, the overlaid spell must be cast after the regular spell.
When invoking latent spells, the overlaid spell or spells must be invoked in the exact reverse order they were placed upon the character or all spells above the one invoked are lost. Latent overlaid spells are invoked normally and are preceded by the word “Overlay”.
There is no restriction to the number of stacked spells.
This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
A Destroy Magic spell will remove all overlaid latent spells, including ones augmented by any other Warlockery, such as the Total Power skill.
The use of this skill is indicated by prefixing the spell verbal by “Upon Your Mystical Defenses…”
Killing Blow Magic
Build Cost: 2
Energy Cost: 2
Duration: Constant
Skill Type: Arcane
Prerequisites: Mage Basic Career Skill List, Rank 4 of Any School of Magic
Skill List: Warlock
This skill allows the character to augment a Killing Blow done with their bare hands (holding a packet).
Normally, a bare hand can only do 1 point of damage for Killing Blows only; a character with this skill can do 10 points of magical damage with their bare handed Killing Blows.
The character must say: “One Killing Blow, Two Killing Blow, Three Killing Blow, Ten Magic”. You may do less than 10 points of damage, but it is always magical damage.
This skill can be blocked with the use of a defense that stops magical attacks. It can be performed any number of times after it is purchased.
Use of this skill does not require a focus. No other Warlock skills can be used with this skill.
Perfect Aim
Build Cost: 6
Purchase: Multi
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills, Special
Skill List: Warlock
Learning this skill allows a character to cast a spell upon a target without throwing a spell packet.
The spell starts at the caster’s index finger and travels to the target. The hand that points the index finger must either be empty or be holding a spell packet. Perfect aimed spells cannot bend corners or “follow” a character out of sight. So long as a spell packet could physically move from the caster to the target – however improbable – the target is hit.
The range of a Perfect Aim skill is limited to however far the casting character can throw a spell packet when the targeted character is outdoors.
The player need not hit the target but has to throw the packet at least as far as the target. It can go farther, but cannot land short. If the character and the targeted character are indoors, the player does not need to throw a spell packet and the attack is not limited by range.
Indoors and outdoors, in this case, refers to real world, Out of Game buildings not In Game caves or buildings.
The target can invoke a defense that stops spells normally, but the player cannot physically dodge the spell. All other rules of spell casting apply. The target must be in line of sight at the start and end of the spell verbal – including any Warlock skill verbals.
The Dodge skill can be used to stop a Perfect Aim skill.
For example, Logan is attacked by a Warlock who begins casting his verbal, “With Perfect Aim, Double Cast, Dragon’s Breath Spell.”
Logan hears the verbal being cast and runs behind the inn out of sight of the caster before she finishes casting. Logan is safe for now and the Warlock has expended the one Speed Cast and 16 Magic Points, but not the two Perfect Aims or the Double Cast. Un-daunted, the Warlock picks another target, Dom Dom, who is busy fighting some of the Warlock’s undead minions. The Warlock successfully completes the verbal and Dom Dom finds out too late he has been hit by the two spells. He calls two of his Dodge skills stopping each of the spells cast at him. The Warlock is foiled once more.
This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
To use this skill, the character must prefix the spell verbal by “With Perfect Aim…”, and then point their index finger at the target of the spell.
Recover Energy
Build Cost: 2
Energy Cost: 2
Duration: Instant
Skill Type: Arcane
Prerequisites: 4th Rank of Any 2 Schools
Skill List: Warlock
This skill allows a character to recover the Energy Points and the Spell Holding Skill they would have lost if they: error in a spell verbal, miss the target with a spell packet, take damage while casting, or throw a spell packet before the verbal is complete.
To use this skill the character must say "Recover Energy" within 5 seconds after making the mistake. This skill does not work if you hit the target or the target invokes a defense that stops spells to stop the attack.
Speed Cast
Build Cost: 7
Energy Cost: 7
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills, Special
Skill List: Warlock
Learning this skill allows a character to cast a spell without saying the complete verbal.
When the spell is cast, the Warlock says the name of the spell suffixed by the word “…Spell”.
The name of the spell does not have to be technically correct: Life spell, Heal Life spell, Heal this Life spell are all correct.
This skill is used when you have said the word “Spell”.
This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
Spell Binding
Build Cost: 8
Energy Cost: 8
Duration: 6 Hours
Skill Type: Arcane
Prerequisites: Rank 4 of Any School of Magic
Skill List: Warlock
This skill allows a character to bind a spell to a targeted character thereby extending the duration of a spell to 6 hours.
This skill does not work on latent or instant spells. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
The use of this skill is indicated by prefixing the spell verbal by “With Spell Binding…”
Spell Holding
Build Cost: 5
Energy Cost: 5
Duration: 5 Minutes
Skill Type: Arcane
Prerequisites: 4th Rank of Any 3 Schools of Magic
Skill List: Warlock
When the character invokes this skill, it will allow them to increase the duration for holding a spell from 5 seconds to 5 minutes.
After the spell verbal is completed, the caster must still state the name of the Warlock skills, if any, used and the name of the spell every 5 to 10 seconds.
The skill is used once invoked.
If the character takes damage or the 5 minutes are up the spell and any Warlock skills that augmented the spell are lost. Note that the normal rules for having a spell in hand are still followed. For more information on this see the chapter on magic.
The verbal for this skill is “With Spell Holding…” which must prefix the normal spell verbal.
Spell Immunity
Build Cost: 5
Purchase: Multi
Duration: Constant
Skill Type: Arcane
Prerequisites: 2 Unique Warlock Skills, Spell to become immune to
Skill List: Warlock
This skill makes a character permanently immune to a specific spell chosen at the time this skill is learned.
The character must know how to cast the spell, that is they must have that rank of magic and the spell in that rank.
Once learned, the character is no longer able to cast that spell ever again.
For example, if a character purchases Spell Immunity to the Kill spell then they cannot be affected by a Kill spell again under any circumstances. The Character can still cast a spell they are immune to from scrolls or from magic items.
Use of this skill does not require a focus.
Total Power
Build Cost: 10
Energy Points: 10
Duration: Instant
Skill Type: Arcane
Prerequisites: 4 Unique Warlock Skills, Special
Skill List: Warlock
A spell augmented with Total Power penetrates all low magic spell defenses, and affects the target directly.
The only low magic spell defense against a spell augmented with Total Power is one that was originally cast with the Total Power skill; if a character has a Total Power Negation, they can invoke it against an ordinary Kill spell or a Total Power Kill spell.
The Total Power skill only penetrates spell defenses, not racial abilities or ritual spell defenses.
A spell defense augmented by Total Power will still be affected by a Dispel Magic spell, or a Destroy Magic spell.
In regards to Magic Sanctuary and Imprisonment, Total Power will go through them but in turn cannot be augmented by Total Power to stop a like augmented spell.
A Total Power Imprisonment spell will go through a target’s spell defenses imprisoning them, but another Total Power spell upon the imprisoned character will still affect them normally – the Imprisonment spell is not a “Total Power” Imprisonment spell.
In the unique case of a character already under the affects of a Imprisonment spell, a character casting a Total Power Imprisonment spell will go through the imprisonment removing the original and affecting the character with a new Imprisonment spell.
This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
To use this skill, the character prefixes the spell verbal by the phrase “With Total Power…”
Warlock Details
Warlock Rules
More Info
Use of a Warlock skill does not change the base Energy Point cost of a low magic spell. For the skill Double Power, the character pays the normal Energy Point cost. For the skill Double Cast, the character pays the Energy Point cost of both spells.
Warlock skills can be combined together.
The prefix associated with each skill must be included in the spell verbal, but the order in which they are used does not matter, for example: “With Total Power, Double Power, Double Cast Dragon’s Breath Spell”.
The one exception to this is the Total Power and Perfect Aim skills, which can never be combined.
Sometimes Warlock skills are not lost if they do not take affect. The Spell Binding, Double Cast, Double Power, Overlay, Perfect Aim, and Total Power skills are not used if you err in their verbal, take damage or miss the target, but the Energy Points are still lost. If the attack is stopped by a defense that stops spells, the skills are used and the Recover Energy skill cannot be used. Recover Energy, Speed Cast, and Spell Holding are used as soon as they are invoked, so if the character errs in their verbal, takes damage or misses the target, these skills are lost.
The eyes of the Warlock will glow with the color of the type of magic being used whenever the Warlock uses a Warlock skill. If a Warlock casts a latent spell, then the eyes of the target will glow when the latent spell is invoked.
Only spells cast by the character can be augmented with their warlock skills. Spells invoked from items or read from scrolls cannot be augmented with any Warlock skills. Skills such as Concentration which have a constant effect always work while casting, invoking, or reading a spell.
Warlock Focus
More Info
Warlocks require a focus to use all of their abilities except the Spell Immunity, Killing Blow Magic, and Concentration skills.
A Warlock focus is universal and can be used by any character. A character may have as many foci as they wish. Warlock foci, though used with magical skills, are not themselves magical and they do not detect as magical. They can be broken by any means, magical or normal.
They can be identified with the Identify Component skill or by any Warlock touching one. The focus can be used a faith focus but cannot have any sorcery rituals cast upon them.
The player can acquire a focus by making one themselves, purchasing one In Game from the Merchant’s Guild, or otherwise finding one In Game.
To make one In Game, the character has to collect the required components In Game and perform a 20 minute ceremony. The character needs to know how to create the focus In Game.
Below is the list of components needed to create a focus:
Item worth at least 5 Silver
A ruby worth 1 Gold
1 dose Red Casting Powder
1 dose fresh spring water
1 dose red swamp rose flower (whole flower)
9 strands of red hair
1 drop of blood from the Warlock creating the focus
A Warlock can still use their Warlockery without a focus; however, doing so brings them to the Brink of Death, but the spell still goes off…unless they use Red Casting Powder!
Red Casting Powder
More Info
Red Casting Powder can be used instead of the Warlock focus to use Warlock skills if the focus is not available.
A character needs to learn how to make Red Casting Powder In Game. Red Casting Powder is measured in doses, each dose being approximately one thimble full. A single dose can be used to cast a single spell augmented by any number of Warlock skills.
For example, Turlock lost his focus to a pick-pocket and as the thief tries to make his escape, Turlock decides to stop him, permanently. He has Red Casting Powder on him and casts his spell, “With Perfect Aim, Double Cast, Kill Spell”. The thief calls out the appropriate defenses and continues to run. Undaunted, Turlock tries again and casts another spell, “With Perfect Aim, Kill Spell”. This time the thief is done for and Turlock collects his stolen property.
He has used a total of four of his Warlock skills to cast the first spell and two Warlock skills for the second, but still only used one dose of Red Casting Powder each time.