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Cleric Skills

 

~Cleric Skills~

When a Guild from the Cleric tree buys any Skill from the Cleric Skill List, they buy it for listed price.  Buying from the Warriors list will cost 50% more than the listed price.  Buying from the Rogue or Wizard Lists will cost 100% more than the listed price.

Click on the bold underlined letters to jump to that spot.

AAA ~ Advanced Herbalism 600,  Apprentice 150,  Amputate 750,  Astral Form 900,
BBB ~ Basic Herbalism 300,  Basic Alchemy 350,  Battle Charge 300,  

CCC ~ Cannibalism 250,  Clan Nature 50,  Communion 300,  Create Health Potion 350, 

Create Holy Potion 1000,  Create Holy Scroll 500,  Create Magic Scroll 750,  Create Resurrection Potion 1050, 

Create Revive Potion 700,  Create Sanctified Ground 800,  Create Truth Serum 450,  Create Voodoo Doll 750,  Crowd Pump 200,  

DDD ~ Defensive Formation 200,  Disarm Basic Traps 165,  Disarm Advanced Traps 310,  

Divine Symbol 400,  Dominate 900,  Druid Song 450,  

EEE ~ Excommunicate 500,  Exorcism 1025,  

FFF ~ Focus Inner Power 750,  First Aid 200,  Forest Form 550,  Forgery 875,  

GGG ~ Grace of the Gods 700,  

HHH ~ Heart Rip 1000,  Holy Symbol 300,  

III ~ Incorruptible 250,  Iron Mind 550,

JJJ, KKK, LLL ~ When said fast is Jekyll, as in Dr. Jekyll, and that Alchemist has no business here.

MMM ~ Master Bloodlust 450,  Master Herbalism 900,  Meditate Mana 450,  Meditate Prayers 300, 

Meditate Spells 400,  Mentor 150,  Morale Boost 750, 

NNN ~ Natures Robes 700,  Necromancy 900,  Nullify Magic 500,  

OOO ~ say can you see, No O's will there be...

PPP ~ Persuade 750,  Possess 1200,  Premonition 300,  Pure Will 550,

QQQ ~ This list seems to have a problem with circular letters  

RRR ~ Rally 200,  Read/Write Aramaic (Monster Tongue) 450, Read/Write Black Speech (Monster Tongue) 550,  

Read/Write Common (Mortal Speech) 250,  Read/Write Demogogian (Monster Tongue) 500,  Read/Write Dwarven (Mortal Speech) 350,

Read/Write Ancient Dwarf (Monster Tongue) 500  Read/Write Elven (Mortal Speech) 350,  Read/Write Ancient Elf (Monster Tongue) 500,  

Read/Write The Mother Tongue (Monster Tongue) 450,  Read/Write Fey (Monster Tongue) 400,  Read/Write Goblin (Mortal Speech) 350,  

Read/Write Halfling (Mortal Speech) 350,  Read/Write Ogre (Mortal Speech) 350,  Read/Write Orc (Mortal Speech) 350,  Read/Write Circles 700,  Read/Write Magic Symbols 500,  Read/Write Runes 700,  Resist Poison 100,  Rise 1100,

SSS ~ Sacrifice 500,  Scent 250,  Scholar 750,  Self Sacrifice 400,  Sever Stone 1000,  Summon Elemental 1000,  

Summon Familiar 660,  Surefooted 300,  Symbol of Faith 525,  

TTT ~ Thick Skulled 250,  True Sight 650,  Tongues of Truth 300,  

UUU, VVV ~ UV is one of the 24 names of a Lord of the Abyss, and we will not name him here.

WWW ~ Were-Form 550,  Woodland Stride 650,  Words of Truth  500,

XXX, YYY, ZZZ ~ Xyz is the God of Endings.  ALL HAIL XYZ!

A Definition of Skills and Magic

In The Mixed Medieval Arts we have three main ways of producing certain actions, or Effects, upon the people or situations around us. Those are Skills, Faith based Magic, and Mana based Magic.

Skills are Actions and techniques that the Character has learned, practiced and which produce an in game Effect.  Skill uses are typically limited to how many times per day that particular Skill may be used/utilised.

Faith based Magic would be any Effect that originates from a Cleric, Nature or Warlock Prayer.  All 3 of these are fueled by Faith, through a Prayer Cycle.
Mana based Magic would be any Effect that originates from any Spell, Psionic, Circle or Rune.  All 4 of these are fueled by Mana through a Mana Pool, or through a Spell Cycle or Psionic Cycle.

Instant vs Lingering Skills or Magic

All Skills and Magic, regardless of it's source, are either~

Instant

 If you are the Casting Character of the Skill or Magic -

Instant Skills or Magic are when the results, or the Effects, of the Skill or Magic happens immediately, and DOES NOT leave any lasting Effects upon the casting Character. 

An example of this would be FireBall, where after it is made and thrown, the Casting Character has no further beneficial or negative Effects.

If you are the Target Player of the Skill or Magic -

Instant Skills or Magic cast upon you will leave no lingering Effect, rather only an immediate result.

An example of this would be Healing Magic cast upon you where your Hit Points get a one time 'boost' but no further Effect.

Lingering

 If you are the Casting Character of the Skill or Magic -

Lingering Skills or Magic are when the results, or the Effects, of the Skill or Magic happens over a period of time, and DOES leave lasting Effects upon the casting Character. 

An example of this would be "Fly", where after it is cast, the Casting Character has a declared length of time to enjoy the Effects.

If you are the Target Player of the Skill or Magic -

Lingering Skills or Magic cast upon you will have a declared Time Call that will leave a lasting Effect.

An example of this would be Invisibility cast upon you, where you disappear from sight for a declared length of time.

At any one time, no Character may be under the BENEFICIAL Lingering Effects of more than ONE Mana based, ONE Prayer based and ONE Skill based source. 

Durations

Each Skill will clearly state it's individual duration time.  Durations means how long an active Skill may be used for,

if not canceled first.

Example~

A Character wants to use one of their daily uses of Hide in Shadows (this is the 'Cast').  It is a Level 2 Skill, and has a duration of 6 minutes (this is the Duration).  The hunker down in a shady spot, with an closed fist held above their head and arm bent at 90 degrees (this is the Game Mechanic).  Then, 3 minutes into the duration, they decide that they need to be seen, and so they drop the arm and hand signaling Hidden.

The Skill is now cancelled.  

Despite the fact that the Skill could have lasted for 3 more minutes, it's use is now over, it's use is done, and another use of Hide in Shadows must be employed.

In short ~

  The Skill determines the Game Mechanic, if that Game Mechanic then lingers, when the Game Mechanic is dropped/lowered, the Skill is instantly cancelled.

A

 

Cleric Skills

Advanced Herbalism

Races restricted - Dwarf, Orc, 

Guilds Disallowed - Engineer, Mercenary, Watchman, Weapons Master, Pirate, Thief, Enchanter, Rune Master

Skill Type - Instant (though individual Effects may vary)

~~NOTE~~

Herbalism is the mixing of knowledge and faith to produce magical results.  An Herbalist does not study magic nor do they know how to enchant or to add specific incantations to anything.  What they do know is plants, and all their potential properties.  The know what root/leaf/tree bark to grind into a powder, and then how to mix it with the oils of certain berries/flowers/plants, and then how to make that mixture into a drinkable "tea" that can be bottled into a potion.  Herbalists are not Wizards nor Clerics, they are masters of plant lore and trusting students of Mother Nature.

With this in mind, all Herbalism Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual.  Herbalism Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.

Herbalism DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols.  They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.

In no way does any level of Herbalism grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.

Herbalists must follow all rules for the making of Nature Prayer Potions.

~~~~~~~~

Action

Character must have an un-opened personal sized plastic water bottle.

Bottle must be wrapped in white leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.

All appropriate Magic Symbols must be drawn in green marker.

A Herbalist may make a Wizards Mark instead of a Holy Symbol should they choose.

Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.

Character must announce " Advanced Herbalism - Potion of ________"

Effect

The magical Potion has been created.

All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.

All Potions expire at midnight the day they were created.

The Character can create 3 potions a day.

The level of the potion effects is equal to the level of Advanced Herbalism of the creating Character.

Level 1   Advanced Herbalism Potions are equal to the Level 1 Nature Prayer of the same name.

The types of Potions available are

Impervious to poison

Scent the Wind

See the Invisible

Details

Put faith in your heart, and these in your belly, and you will be rewarded with a new mastery of  mind and body, and mayhaps a view of your spiritual road to come.

Level 2

The Character can create 6 potions a day.

Level 2  Advanced Herbalism Potions are equal to the Level 2 Nature Prayer of the same name.

The types of Potions available are

Animate and Control Dead

Rest In Peace

Revive

Level 3

The Character can create 9 potions a day.

Level 3  Advanced Herbalism Potions are equal to the Level 3 Nature Prayer of the same name.

The types of Potions available are

Mystic Might

Premonition

Woodland Stride

Amputate

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Target Player must not be wearing Leg Armour or upper Arm Armour

Character must strike the target player in a Leg or Arm with a bladed 2 handed Great Weapon and yell "Amputate".

Effect

Target Players limb that was struck receives 6 Hit Points of damage, 

Character can use this Skill 1 times a day.

Details

There is nothing one may possess, that another cannot take away.

Level 2

Character can now cleave through Medium armour.

Character can use this Skill 2 times a day.

Level 3

Character can now cleave through Heavy armour Levels 1 - 2, but Lv 3 Heavy armour is still too thick.

Character can use this Skill 3 times a day.

Apprentice

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have a willing Target Player who knows the Skill Mentor and a Skill that the Character has yet to learn but wishes to acquire.

Character ( Apprentice ) and their Target Player ( Mentor ) both must report to the GateHouse together, on three separate days, to sign the Master Mentor List.

Effect

On the fourth day the Character may purchase, with XC, the Skill that has been written down in the List for three days at 10% cost reduction.

Character may only Apprentice one Skill at a time.

Details

Social communities are a constant treasure trove of knowledge.  If one is persistent they may find someone, a professional or an old timer in the back of a tavern, that can help them learn any number of surprising things.

Level 2

Character may Apprentice two Skills, from the same or different mentors, at the same time.

Level 3

Character now receives a 20% cost reduction.

~~NOTE~~

If a Mentor and an Apprentice have different levels of of these two Skills, the lowest level of both of the Players will determine the cost reduction.  Example - Mack the Mentor ( Mentor Level 3 ) and Apendy the Apprentice ( Apprentice Level 1 ) work together to teach Apendy the Skill True Strike.  On the fourth day, Apendy may purchase the Skill with a 10% cost reduction.

~~~~~~~~

Astral Form

( Not a variation of Invisible nor Hidden )

Races restricted - Giant, Troll

Guilds Disallowed - Engineer, Scribe, Musketeer, Pirate, Trapper, Enchanter, Rune Master

Skill Type - Linger

Action

The Astral Character must have their arms above their head in a triangle to signal "Astral", or they may wear a veil which completely covers the entire face and neck

An Astral Character may not physically affect anything in the physical plane nor can anything physical in the physical plane effect an Astral Character.  Exceptions to this rule are walls, structures, doors etc.  Because the Astral Character is still traversing the physical plane, they must oblige by physical barriers.  Example - If a door is shut the Astral Character would not be able to open or pass through it, for it is a Physical and Astral barrier and they are Astral only and can not turn the handle.

Casting Spells, Prayers and Psionics from the Astral plane into the material plane is possible though. A Character in the Astral plane can use any Ability, Skill, Spell, Prayer, Rune, Circle or Psionics that has a thrown component to it, ie. thrown rice for Fear, an Ice Boulder, a Magic Net rope etc., from the Astral Plane and it is created and effects the Material Plane. Of course, thrown component magic also will work against the Astral Character as well.

Effect

Character can not be seen at all with the exception of Characters that can See the Astral. 

Character can only be damaged with enchanted weapons, Psionics, Prayers or Magic.

Astral Characters may still use Psionics, Spells, Prayers and some Skills and Abilities while Astral to effect the physical plane and Target Players in it.

Character loses 9 Mana points per minute while in astral form.  This Mana can be supplied by Racial Mana, a Mana Pool, a sacrificed Spell Slot (for 15 Mana) or a sacrificed Psionic Slot (for 8 Mana).

Character can turn Astral 3 times per day.

Details

'  'Twas the durndest thing I ever saw!  'Dere we all was at the tavern a-listenin' to Hector the Blackened singin' out a funny song about a dim-witted Psion-i-whatie, or what ever dey call 'em, when, a-sudden like mind you, folks started a-crying one by one, big heaving sobs full to the brim with sorrow, I tell ya true now! '

~ Ol' toothless Joe, patron of the tavern the Lucky Lassy.

Level 2

Character only loses 6 mana points per minute.

Character can turn Astral 6 times per day.

Level 3

Character only loses 3 mana points per minute.

Character can turn Astral 9 times per day.

 

Basic Alchemy

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant (though individual Effects may vary)

~~NOTE~~

Alchemy is the mixing of chemistry and lore to produce magical results.  An Alchemist does not study magic nor do they know how to enchant or to add specific incantations to anything.  What they do know is an endless list of natural biological ingredients (for example the classic Shakespearean potion recipe of "Eye of Newt and Toe of Frog, Wing of Bat and Tongue of Dog" from MacBeth) and superstitions ( that the potion must be made under a certain light of the moon, or position of the sun, or alignment of the stars etc. ) that when all of it is strictly adhered to and then everything is placed into a boiling cauldron to render down into a stock, that stock can then be filtered and bottled, and is now a magical potion.  Alchemists are not Wizards nor Clerics, they are masters of chemistry and duteous students of the supernatural.

With this in mind, all Alchemy Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Enchantments section of this Master Manual.  Alchemy Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.

Alchemy DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols.  They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Alchemist makes all the time.

In no way does any level of Alchemy grant the skill Read Magic Symbols, the Symbols that the Alchemist must draw correctly are a game necessity, and not inner character knowledge.

Character must follow all rules for the making of Wizard Spell Potions.

~~~~~~~~

 

Action

Character must have an un-opened personal sized plastic water bottle.

Bottle must be wrapped in White leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.

All appropriate Magic Symbols must be drawn in Blue marker.

An Alchemist must make a Wizards Mark.

Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.

Character must announce "Basic Alchemy - Potion of ________"

Effect

The magical Potion has been created.

All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.

The Character can create 3 potions a day.

The level of the potion effects is equal to the level of Basic Potion of the creating Character.

All Potions expire at midnight the day they were created.

Level 1 Basic Potions are equal to the Level 1 Wizard Spell of the same name.

The types of Potions available are

Healing Touch

Peasants Death March

Tongues

Details

Almost like having a Wizard in your pocket, they may be heavy, but very, very handy.

Level 2

The Character can create 6 potions a day.

Level 2 Basic Potions are equal to the Level 2 Wizard Spell of the same name.

The types of Potions available are

Healing Hands

Scent the Wind

Tongues of Truth

Level 3

The Character can create 9 potions a day.

Level 3 Basic Potions are equal to the Level 3 Wizard Spell of the same name.

The types of Potions available are

Crashing Fists

Premonition

See the Hidden

Basic Herbalism

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant (though individual Effects may vary)

~~NOTE~~

Herbalism is the mixing of knowledge and faith to produce magical results.  An Herbalist does not study magic nor do they know how to enchant or to add specific incantations to anything.  What they do know is plants, and all their potential properties.  The know what root/leaf/tree bark to grind into a powder, and then how to mix it with the oils of certain berries/flowers/plants, and then how to make that mixture into a drinkable "tea" that can be bottled into a potion.  Herbalists are not Wizards nor Clerics, they are masters of plant lore and trusting students of Mother Nature.

With this in mind, all Herbalism Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual.  Herbalism Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.

Herbalism DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols.  They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.

In no way does any level of Herbalism grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.

Herbalists must follow all rules for the making of Nature Prayer Potions.

~~~~~~~~

Action

Character must have an un-opened personal sized plastic water bottle.

Bottle must be wrapped in white leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.

All appropriate Magic Symbols must be drawn in green marker.

A Herbalist may make a Wizards Mark instead of a Holy Symbol should they choose.

Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.

Character must announce " Basic Herbalism - Potion of ________"

Effect

The Clerical Potion has been created.

All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.

The Character can create 3 potions a day.

The level of the potion effects is equal to the level of Basic Herbalism of the creating Character.

All Potions expire at midnight the day they were created.

Level 1    Basic Herbalism Potions are equal to the Level 1 Nature Prayer of the same name.

The types of Potions available are

Fearless

Healing Touch

Remove Poison

Details

The Herbalist is a master not only of plant lore, mineralogy and of methodical brewing techniques, but also of their faith in their Gods and mighty Nature herself. 

Level 2

The Character can create 6 potions a day.

Level 2   Basic Herbalism Potions are equal to the Level 2 Nature Prayer of the same name.

The types of Potions available are

ShadowMeld

Healing Hands

Peasants Death March

Level 3

The Character can create 9 potions a day.

Level 3   Basic Herbalism Potions are equal to the Level 3 Nature Prayer of the same name.

The types of Potions available are

Sharp Eye

Spiritual Strength

Tongues of Truth

**Basic Herbalism Specialization~ The Elixers of Mym**

'In the northern Isles of the Baklore Hill Dwarf lands, their Queen is a Healer of great renown.  So much so, that some of the most prized elixers and teas come from her hands only.'​​

The Character can create 12 potions a day.

Specialized Basic Herbalism Potions are equal to the Level 3 Nature Prayer of the same name.

The types of Potions available are

Bless

Create Holy Water

Mend Self

 

Battle Charge

Races restricted - Halfling, Goblin,

Guilds Disallowed - Scribe, Witch, OverLord, Assassin, Thief, Warlock, Witch Doctor, Arcanist, Enchanter, Psionicist, Summoner

Skill Type - Linger

Action

Character must yell first their personal war cry and Character must run at least 10 feet into combat.

Effect

Character receives +1 Body Hit Point, +1 Arms and +1 Legs Hit Points.

Extra Hit Points remain for 10 seconds or until lost normally.

Character can Battle Charge 3 times per day.

Details

Some veterans refer to this maneuver as ' The Double Quake ' as first the foe quake in their boots at the sound of vicious battle cries, then the ground quakes as armoured death runs you down.

Level 2

Character now receives +2 Body Hit Point, +2 Arms and +2 Legs Hit Points.

Extra Hit Points remain for 10 seconds or until lost normally.

Character can Battle Charge 6 times per day.

Level 3

Character now receives +3 Body Hit Point, +3 Arms and +3 Legs Hit Points.

Extra Hit Points remain for 10 seconds or until lost normally.

Character can Battle Charge 9 times per day.​

B
C

 

Cannibalism

Races restricted - None

Guilds Disallowed - Musketeer, Enchanter, Rune Master,

Skill Type - Instant

Action

Character must be previously injured.

Character must approach and knee/crouch beside/over a dead target player.

Character must "rip open the stomach to access the heart and remove it", Character must spend no less than 30 seconds doing this.

Character must spend 30 seconds to 'eat' the heart.

Character can perform Cannibalism 3 times per day.

Effect

Character receives +1 Hit Point that they can assign to any Limb or their Body.

Details

Some tribal people believe that to eat the heart of ones foe after defeating them, makes them stronger.  Believe this long enough and who knows what can really be accomplished.

Level 2

Character now receives +2 Hit Points to assign.

Character can perform Cannibalism 6 times per day.

Level 3

Character now receives +3 Hit Points to assign.

Character can perform Cannibalism 9 times per day.

Clan Nature

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character and at least 2 or more other Players that also have Clan Nature and also agree to join together into one solid Clan, or Faction, must all wear matching symbols openly for all to see.

Effect

Characters are immune from all negative effects from any Skills, Spells, Prayers, Psionics, Circles, Runes or Abilities that would otherwise affect them that was originated by a member of their Clan.
All benefits of joining into Clan Nature with a Clan or Faction start only AFTER reporting to the Gate House.

Details

Strength in numbers is a standard saying around the realm.  Of course, the bigger the numbers, the more the friendly fire.  Scholars have proven that folk that are truly committed to each other or a have a shared emotional goal, have very little casualties reported from this so called friendly fire.

Level 2
Character may now join into 2 Clans or Factions if they should wish.
Level 3

Character may now join into 3 Clans or Factions if they should wish.

**Clan Nature Specialization~ Lavellan’s Gypsy Lore**

During his travels to Ghur Shondel to retrieve the Lady Myne and return her to Sunderwall, the Princess introduced Lavellan to many friendly Gypsy Caravans along the way.  As they traveled along together, he witnessed how freely the Gypsies shared their knowledge within their close knit community.  After they and the Gypsies parted ways, the Lady and the Elf continued on with this practice, and shared much knowledge between them.

Character may now join into 4 Clans or Factions.

Character can “Instant Knowledge Level 1” (as per the Wizard Spell at Level 1 strength with no Spell Cycle/Slots needed) known Skills between Clan Members, three times per day.​

Communion

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be touched by up to 1 willing Target Players and those players must stay in contact with the Character using Communion.  A repetitive Prayer from all participants must begin and last for 10 seconds.   

Effect

Character can now take Slots from the Target Players available Prayer Cycles, or Mana from available Racial Mana.

Communion does not grant any Prayer Cycle or Mana Pool.  

Character may not fill a Cycle or Pool they do not have.  

The amount taken can not exceed the recipients Cycle maximums.

 

A donated Prayer Slot from a Target Player can give 1 Prayer Slot to the Characters Prayer Cycle.

5 Racial Mana donated from a Target Player can return 1 Prayer Slot to the Characters Prayer Cycle.

Communion may not replenish Racial Mana, it only recharges at midnight.

Communion may not be used to drain unwilling Target Players, just those who knowingly volunteer, and those that are Dead.  

Communion can also be used for Character to donate Prayer Slots into a Target Player following the voluntary rules as stated above.  In this case the Character must be touching the Target Player that is to receive the Effects. 

Character and Players must stay in contact and pray aloud in unison with a rhythmic pattern for 10 seconds before effects begin.  This Prayer is extended by 10S, by everyone, for every Slot or 15 Mana returned.

Character can perform a Communion 3 times a day.

Details

"Now, if we can all turn to page 33 of our hymnals ...."

Level 2

Character can now be touched by up to 2 Target players and can receive or give Targets Players sacrificed Slots or Mana.
Character can perform a Communion 6 times a day.

Level 3

Character can now be touched by up to 3 Target players and can receive or give Targets Players sacrificed Slots or Mana.

Character can perform a Communion 9 times a day.

~~Note~~

If Communion is used to help create a Permanent Magical Item follow all rules as above and all rules for creating a Permanent Magic Item. The Slot(s)/Mana sacrificed is lost permanently, until replaced by XC re-purchase.  The Slot(s)/Mana sacrificed must be from a Player(s) that have a Mana supply other than their Racial Mana Base.  The Racial Mana Base may not be used.  The helping Slot(s)/Mana providing character may donate up to half of the Enchantments requirements, the other half must come from the Character using the 'Enchant Item' Skill.

​~~~~~~~~

Create Health Potion

Races restricted - None

Guilds Disallowed - Engineer, Mercenary, Musketeer, Watchman, Assassin, Pirate, Thief, Trapper, Psionicist, Summoner

Skill Type - Instant

~~NOTE~~
Many differing peoples from many diverse places all had a myriad of ways and recipes to create Health potions, salves, ointments, unctures etc.  Some collected water from forest pools sacred to them, some have elaborate and elongated rituals to perform over casks of liquids to purify and empower them.  Others brew belief of Faith into their mixes to make them potent while yet others still have so much faith in their own selves that they manage to channel their own inner, inert power into the water to make it miraculous.   

With this in mind, all Health Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual.  Health Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.  The Character creating the Health Potion may decide how they have created it through what methods and beliefs.  Creating Character may choose which base colour they wish to use, but once chosen all potions created later must follow suit.  A base colour of white with black symbols denotes a spiritual/faith, a base of white with green symbols represents nature based origins, and a base colour of White with Black symbols suggests more mystic roots.  The Character may choose to make a Wizards Mark or a Holy Symbol what ever is in accordance with their choice of base colour.
Create Health Potion DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols.  They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.
In no way does this grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.

~~~~~~~~
The symbols needed for Create Health Potion are ~

Male, Empower, Life, Female, Wizards Mark / Holy Symbol, Level.

Potion - Heal.png

Action

Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in hockey tape leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in marker.
Character may make a Wizards Mark or a Holy Symbol should they choose.
Character must chant, weave, pray, etc while working with the potion bottle.
Character must announce "Create Health
 Potion"

Effect

The Healing Potion has been created.
All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.
All Potions expire at midnight the day they were created.

Character must announce "Create Health Potion".

Effect of using Potion

Target receives +1 Hit Point to Body per potion drank (or poured out beside them).
Character can make 3 Potions a day.

Details

After battles, priests will walk amongst the wounded and would set broken bones back together, seal the most vicious wounds and cleanse the arm or leg with their blessed water.  The wounded would witness their bones straighten, the cuts would close and scars will fade right before their eyes.

Level 2

Target receives +2 Hit Points to Body per potion. 

Character can make 6 Potions a day.

Level 3

Target receives +3 Hit Points to Body per potion. 

Character can make 9 Potions a day.

Create Holy Potions 

Races restricted - None

Guilds Disallowed - Only Characters with a Prayer Cycle may learn to Create Holy Potions.

Skill Type - Instant (though individual Effects may vary)

Action

Character must have an un-opened personal sized plastic water bottle.

Bottle must be wrapped in White hockey tape, leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.

All appropriate Magic Symbols must be drawn in Black (for Clerical Prayers) or Green (for Nature Prayers).

Character may draw a Holy Symbol or their personal sigil for a makers mark.

Character must chant, pray, etc while working with the potion bottle.

Character must spend the appropriate cost out of their Prayer Cycle for the Prayer being channeled into the Potion, plus 1 Slot more per Level of the Magic being enchanted, to empower the water.  

All Potions expire by midnight.

Effect

Creates a Holy Potion version of the Prayer desired, with a Level of power equal to or lesser than the current Level of Create Holy Potions by the creating Character.

A Potion can be used at any time and by any body, and the magic takes its effect with no Prayer Cycle cost to Potion using Player.

At Level 1 a Character can Create 3 Potions per day.

Details

Just be careful, as with all magic, the Gaia Golem devours its strength at midnight!

Level 2

The Character can now Create 6 Potions per day.

Level 3

The Character can now Create 9 Potions per day.

Create Holy Scroll 

Races restricted - None

Guilds Disallowed - Only Characters with a Prayer Cycle may learn to Create Holy Scrolls.

Skill Type - Instant (though individual Effects may vary)

Action

Character must possess the appropriate Read/Write Skills to write a scroll.

All appropriate Magic Symbols must be drawn in Black (for Clerical Prayers) or Green (for Nature Prayers).

After all Symbols are drawn, the Scroll must be rolled into a tube and sealed with tape coloured Black (for Clerical Prayers) or Green (for Nature Prayers).

Character may draw a Holy Symbol or their personal sigil for a makers mark.

Character must chant, pray, etc while working with the Scroll.

Character must spend the appropriate cost out of their Prayer Cycle for the Prayer being channeled into the Scroll, plus 1 Slot more per Level of the Magic being enchanted, to empower the Scroll.  

All Holy Scrolls expire by midnight.

Effect

Creates a Holy Scrolls version of the Prayer desired, with a Level of power equal to or lesser than the current Level of Create Holy Scrolls by the creating Character.

A Scroll can be read at any time and by any body regardless of Read/Write Skills known, and the magic takes its effect with no Prayer/Prayer Cycle cost to reading Player.

Scrolls may be read by anyone of any Guild.

At Level 1 a Character can Create 3 Holy Scrolls per day.

Details

The written word is very sacred to Clerics, this is a large part of the reason why.

Level 2

The Character can now Create 6 Holy Scrolls per day.

Level 3

The Character can now Create 9 Holy Scrolls per day.

Create Magic Scroll 

Races restricted - None

Guilds Disallowed - Only Characters with a Spell Cycle may learn to Create Magic Scrolls.

Skill Type - Instant (though individual Effects may vary)

Action

Character must possess the appropriate Read/Write Skills to write a scroll.

All appropriate Magic Symbols must be drawn in Blue.

After all Symbols are drawn, the Scroll must be rolled into a tube and sealed with tape.

Character must draw their personal sigil for a makers mark.

Character must chant, pray, etc while working with the Scroll.

Character must spend the appropriate cost out of their Spell Cycle for the Spell being channeled into the Scroll, plus 1 Slot more per Level of the Magic being enchanted, to empower the Scroll.  

All Magic Scrolls expire by midnight.

Effect

Creates a Magic Scroll version of the Spell desired, with a Level of power equal to or lesser than the current Level of Create Magic Scrolls by the creating Character.

A Scroll can be read at any time and by any body regardless of Read/Write Skills known, and the magic takes its effect with no Spell Slots or Spell Cycle cost to reading Player.

Scrolls may be read by anyone of any Guild.

At Level 1 a Character can Create 3 Magic Scrolls per day.

Details

Just be mindful, as with all magic, the Gia Golem devours it's power by midnight!

Level 2

The Character can now Create 6 Magic Scrolls per day.

Level 3

The Character can now Create 9 Magic Scrolls per day.

 

Create Resurrection Potion

Races restricted - None

Guilds Disallowed - Archer, Beast Master, BlackSmith, Shaman, Warlock, Assasin, Pirate, Relic Hunter, Smuggler, Thief, Trapper, Engineer, Mercenary, Musketeer, Watchman, Weapons Master, Witch Hunter, Battle Mage, Oracle, OverLord, Psionicist, Rune Master, Summoner,

Skill Type - Instant

Many differing peoples from many diverse places all had a myriad of ways and recipes to create healing potions, salves, ointments, unctures etc.  Some collected water from forest pools sacred to them, some have elaborate and elongated rituals to perform over casks of liquids to purify and empower them.  Others brew belief of Faith into their mixes to make them potent while yet others still have so much faith in their own selves that they manage to channel their own inner, inert power into the water to make it miraculous.   

With this in mind, all Resurrection Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual.  Resurrection Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.  The Character creating the Resurrection Potion may decide how they have created it through what methods and beliefs.  Creating Character may choose which base colour they wish to use, but once chosen all potions created later must follow suit.  A base colour of white with black symbols denotes a spiritual/faith, a base of white with green symbols represents nature based origins, and a base colour of black with silver symbols suggests more mystic roots.  The Character may choose to make a Wizards Mark or a Holy Symbol what ever is in accordance with their choice of base colour.
Create Resurrection Potion DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols.  They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.
In no way does any level of Herbalism grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.
Herbalists must follow all rules for the making of Nature Prayer Potions.  

The symbols needed for Create Healing Water are ~

Negate, Death, Empower, Rebirth Wizards Mark / Holy Symbol, Level.

Potion - Resurrection.png

Action

Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in white hockey tape leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in green marker.
Character may make a Wizards Mark or a Holy Symbol should they choose.
Character must chant, weave, pray, etc while working with the potion bottle.
Character must announce "Create Resurrection Potion"

Effect

The Resurrection Potion has been created.
All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.
All Potions expire at midnight the day they were created.

Character must announce "Create Resurrection Potion".

Effect of Potion

Dead Target Characters resurrect with a minimum of 1 Hit Point each on Body, Arms and Legs.
Character can make 3 Potions a day.

Details

Kinda like a free 'Get out of the Afterlife' card.  All of the redemption with none of the judgement!

Level 2

Dead Target Characters resurrect with a minimum of 2 Hit Points each on Body, Arms and Legs.

Character can make 6 Potions a day.

Level 3

Dead Target Characters resurrect with a minimum of 3 Hit Points each on Body, Arms and Legs.

Character can make 9 Potions a day.

 

Create Revive Potion

Races restricted - None

Guilds Disallowed -  Beast Master, BlackSmith, Shaman, Warlock, Assasin, Relic Hunter, Smuggler, Thief, Engineer, Musketeer, Watchman, Weapons Master, Witch Hunter, Battle Mage, Oracle, OverLord, Psionicist, Rune Master, Summoner,

Skill Type - Instant

Many differing peoples from many diverse places all had a myriad of ways and recipes to create healing potions, salves, ointments, unctures etc.  Some collected water from forest pools sacred to them, some have elaborate and elongated rituals to perform over casks of liquids to purify and empower them.  Others brew belief of Faith into their mixes to make them potent while yet others still have so much faith in their own selves that they manage to channel their own inner, inert power into the water to make it miraculous.   

With this in mind, all Revive Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual.  Revive Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.  The Character creating the Revive  Potion may decide how they have created it through what methods and beliefs.  Creating Character may choose which base colour they wish to use, but once chosen all potions created later must follow suit.  A base colour of white with black symbols denotes a spiritual/faith, a base of white with green symbols represents nature based origins, and a base colour of black with silver symbols suggests more mystic roots.  The Character may choose to make a Wizards Mark or a Holy Symbol what ever is in accordance with their choice of base colour.
Create Revive Potion DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols.  They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.
In no way does any level of Herbalism grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.
Herbalists must follow all rules for the making of Nature Prayer Potions.  

The symbols needed for Create Revive Potion are ~ Power, Life, Negate, Suffering, Wizards Mark / Holy Symbol, Level.

Potion - Revive.png

Action

Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in white hockey tape leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in green marker.
Character may make a Wizards Mark or a Holy Symbol should they choose.
Character must chant, weave, pray, etc while working with the potion bottle.
Character must announce "Create Revive Potion"

Effect

The Revive Potion has been created.
All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.
All Potions expire at midnight the day they were created.

Living Target Players receive + 1 Hit Point each on Body, Arms and Legs.

Living Target Players with full Hit Points everywhere will be cured of Plague and Curses, and will have any lingering Mind Control effects negated.

Dead Target Players will be cured of Plague and Curses, and will have any lingering Mind Control effects negated.
Character can make 3 Potions a day.

Details

"That'll get ye outta bed in da morning boys!"

 ~ a heavily wounded mercenary after consuming a rather potent Potion.

Level 2

Living Target Players now receive +2 Hit Points each on Body, Arms and Legs.

Character can make 6 Potions a day.

Level 3

Living Target Players now receive +3 Hit Points each on Body, Arms and Legs.

Character can make 9 Potions a day.

Create Sanctified Ground

Races restricted - None

Guilds Disallowed - Engineer, Scribe, OverLord, Mercenary, Musketeer, Weapons Master, Pirate, Battle Mage, Enchanter, Psionicist, Rune Master, Summoner

Skill Type - Linger

Action

Character must lay out a rope circle of 5 feet across maximum.

Character must place 4 Symbols of their Church no more than 5 feet away from the rope circle, and at all 4 compass points ( one at the "top" of the circle, one at the "bottom" and one each to the  "right and left" of the rope circle ).

Character must be within the rope circle.  No one else must enter this inner circle except for the Character creating the Sanctified ground, if the inner circle is physically disturbed by any one else, the Sanctified Ground is defiled and all effects of the Skill are lost.

Effect

Character within the inner circle made by the rope will have their Prayer Cycle restored by 1 Prayer for every 3 minutes of sitting in the Circle.

Target Players that are standing within the larger circle made by the Holy Symbols and who belong to the Religious Faction of the Character that has Sanctified the ground, will have their Prayer Cycle restored 1 Prayer for every 5 minutes of being in the Circle.

Character has 1 use of Sanctified Ground per Day.

Details

Just like a real Church, just in a handy travel size.

Level 2

Character within the inner circle made by the rope will have their Prayer Cycle restored by 1 Prayer for every 2 minutes of being in the Circle.

Target Players that are standing within the larger circle made by the Holy Symbols and who belong to the Religious Faction of the Character that has Sanctified the ground, will have their Prayer Cycle restored 1 Prayer for every 4 minutes of being in the Circle.

Character has 2 uses of Sanctified Ground per Day.

Level 3

Character within the inner circle made by the rope will have their Prayer Cycle restored by 1 Prayer for every 1 minute of being in the Circle.

Target Players that are standing within the larger circle made by the Holy Symbols and who belong to the Religious Faction of the Character that has Sanctified the ground, will have their Prayer Cycle restored 1 Prayer for every 3 minutes of being in the Circle.

Character has 3 uses of Sanctified Ground per Day.

Create Truth Serum

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must have a vial (empty pill bottle) and must fill it with no more than 2 ounces of coffee whitener.

To use the Serum

Character must pour the coffee whitener from the vial into the Target Players beverage or drink.  Food is not to be poisoned ever or at all, just drinks.

Target Player must not notice (blindfolds help), and must drink the poisoned beverage and must fail the "save".

Effect
Character can now announce "Words of Truth 3".

Character can then ask questions of the Targeted Player which they must answer.

Targeted Player must answer as quickly as possible and must answer absolutely truthfully as the Target Player understands it.

The effects are lost after 3 questions are answered or 3 minutes have elapsed.

Effects of poisoning are delayed for 10 seconds after a failed Saving Throw, then the effect is dealt.  This 10 seconds is all the time for a cure for the poison through potion or magic to be administered.  After 10 seconds no remove poison will work, any damage received will have to be healed through normal means.

Serum only lasts til midnight the day it was created, then it is rendered useless.

Character can create 1 vial per day.

Details

There are none so honest as children, animals, and of course, drunks.

Level 2

Character must announce "Words of Truth 6 .

The effects are lost after 6 questions are answered or 3 minutes have elapsed.

Character can create 2 vials a day.

Level 3
Character must announce "Words of Truth 9".
The effects are lost after 9 questions are answered or 3 minutes have elapsed.

Character can create 3 vials a day.

There is a Saving Throw attempt allowed with all Poisons!
To save versus a poison a Player first must drink the poison, then they must not make a face!  If no reaction to the poison is shown at all from the Poisoned player for 10 seconds, the poison must have been rendered inert, or that Target Player has developed an immunity to that poison.  Either way, no damage and no lingering effects will happen because they have successfully saved versus it.

Create Voodoo Doll

Races restricted - None

Guilds Disallowed - Engineer, Scribe, Musketeer, Paladin, Weapons Master, Ranger, Thief, Trapper, Bishop, Warlock, Rune Master,

Skill Type - Instant (though individual Effects may vary)

Action

Character must have a rag doll (no hard plastics, just fabric and stuffing allowed) of no less than one foot tall.

The Voodoo doll must also have a Racial Body Part for a specific race tied/secured to it as well.

Three uses of the Voodoo doll, regardless of the level of effect used, destroys the Lootable Body Part attached to it and it must be removed and discarded.  Another Lootable Body Part must be attached before it may be used again.

To use the Voodoo doll the Creating Character must be within 25 feet of the race that matches the Racial Body Part attached to the Voodoo Doll, eye contact must be made with that Target Player and the Voodoo doll must be held out for all to see.

Creating Character must then make proper announcement " (NPC Race of Target Player) then (declare effect) then (declare duration time)"

For example - If a level 1 Witch Doctor wished to Blind an Orc, they would affix an already looted pair of Orc tusks on to the Voodoo Doll,  and announce "Orc Blind 10S"

Effect

Creating Character can choose any one of the following effects per use of the Voodoo doll -

Blind, Pain, or Peasants Death March

All the above function exactly like Spell magic and at Level 1 strength but double duration ( not damages, just durations ) on every effect.  Details on these can be found in the Spells section.

At Level 1 the Character can create 3 Voodoo dolls per day, which rephrased means 3 separate Body parts may be attached to a doll to create a total of 9 effects through use of Voodoo that day.

All Voodoo dolls expire at midnight whether used or not. 

Details

Who knew the Voodoo that he could do do.

Level 2

Creating Character can choose any one of Level 1 effects or any one of the following effects per use of the Voodoo doll -

 Paralyze Limbs, Persuade or Sleep

All the above ( including all Level 1 effects ) function exactly like Spell magic and at Level 2 strength, double duration on every effect.  Details on these can be found in the Spells section.

At Level 1 the Character can create 6 Voodoo dolls per day, which rephrased means 6 separate Body parts may be attached to a doll to create a total of 18 effects through use of Voodoo that day.

Level 3

Creating Character can choose any one of Level 1 or 2 effects or any one of the following effects per use of the Voodoo doll -

Confusion, Fear or Set on Life Drain

All the above function exactly like Spell magic and at Level 3 strength, double duration on every effect.  Details on these can be found in the Spells section.

At Level 1 the Character can create 9 Voodoo dolls per day, which rephrased means 9 separate Body parts may be attached to a doll to create a total of 27 effects through use of Voodoo that day.

Crowd Pump

Races restricted -  Giant, Troll

Guilds Disallowed - Witch, Assassin, Ranger, Thief, Trapper, Shaman, Warlock, Arcanist,

Skill Type - Instant

Action

Target Player (another Player or themselves as this can be the Character using the skill for their own benefit) must be heading into combat.

Character with Crowd Pump must start a chant using the Characters name who is about to enter combat.

Character must have at least 3 other people join them in the chant for at least 10 seconds.

Character must then yell "Crowd Pump 1M".

Effect

Target player may now ignore the very first strike, and that first strike only, that should deliver Hit Point damage, as long as it is received while the Skill is still in effect.

Effects last for1 minute.
Character can use this Skill 3 times per day.

Details

Once a gladiator has the crowd behind him, fueling his adrenaline with their cheers, he is very hard to stop.

Level 2

Effects will linger for 2 minutes.

Character must then yell "Crowd Pump 2M".
Character can use this Skill 6 times per day.

Level 3

Effects will linger for 3 minutes.

Character must then yell "Crowd Pump 3M".
Character can use this Skill 9 times per day.

Defensive Formation

Races restricted -  Giant, Troll

Guilds Disallowed - Witch, Scribe, Barbarian, Assassin, Gypsy, Thief,

Skill Type - Linger

Action

Character must announce "Defensive Formation 3M".

Character may then be joined by up to 2 Players who must stand and stay within arms reach (one to the Characters left, one to the right) of the Character using this skill to receive any benefits from the skill.  As soon as those other players move out of arms range, the bonus of the skill is lost.

Character and joining players must remain still in formation for 10 seconds.

The Character who called for the Defensive Formation then must yell their personal war cry then "Defensive Formation".

Effect

The Character and every one who joined the line receives +1 Body, +1 Arms and +1 Legs

Character can move while in Defensive Formation, and all Players in the Defensive Formation may choose to move with the Character and continue to receive the effects of the Skill, or lose them by moving further than arms reach away from the Character using the Skill.

Effects of Defensive Formation will linger 3 minutes, or until the Hit Points are lost normally, whichever is first.

Character can call for a Defensive Formation 3 times per day.

Details

"I remember when the Goblins surprised us once at church and the priest commanded us all to gather round him.  We all did of course and we all felt better about our sorry lot because of him.  When the Gobbies broke down the church doors, they didn't find frightened farmers, they found a flock of the faithful, fueled by righteousness!"

~ an old zealot of the Church of Durkhist Ghist.

Level 2

Character may be joined by up to 5 other players.

Character must yell "Defensive Formation 6M".

Effects of Defensive Formation will linger 6 minutes, or until the Hit Points are lost normally, whichever is first.

Character can call for a Defensive Formation 6 times per day.

Level 3

Character may be joined by up to 8 other players.

Character must yell "Defensive Formation 9M"

Effects of Defensive Formation will linger 9 minutes, or until the Hit Points are lost normally, whichever is first.

Character can call for a Defensive Formation 9 times per day.

Disarm Basic Traps

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must discover an active concealed Trip-Alarm or Trip-Snare trap.

Effect

Character may safely disarm 9 Traps per day.

Details

... and keep your head up ...

Level 2

Character may safely disarm 12 Traps per day.

Level 3

Character may safely disarm 15 Traps per day.

Disarm Advanced Traps

Races restricted - None

Guilds Disallowed - Barbarian, Paladin, Bishop,

Skill Type - Instant

Action

Character must discover an active concealed Step-Spike or Step-Mine trap.

Effect

Character may safely disarm 6 Traps per day.

Details

... for these nasty little surprises ...

Level 2

Character may safely disarm 9 Traps per day.

Level 3

Character may safely disarm 12 Traps per day.

Disarm Master Traps

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Barbarian, Paladin, Bishop, Mercenary, Musketeer, Weapons Master, Thief, Gypsy, Pirate, Pontiff, Witch Doctor, Arcanist, Battle Mage, Psionicist, Summoner

Skill Type - Instant

Action

Character must discover an active concealed Multi-Step-Spike or Trip-Acid trap.

Effect

Character may safely disarm 3 Traps per day.

Details

...could be anywhere.

Level 2

Character may safely disarm 6 Traps per day.

Level 3

Character may safely disarm 9 Traps per day.

Divine Symbols

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be wearing openly at all times in plain sight a holy symbol of their faith no less than 6 inches in height or length.

Effect

 Character receives +1 Prayer / Prayer Cycle

Details

To those unafraid to show their faith in their Gods, their Gods show their faith to them in return.

Level 2

Character receives +2 Prayers / Prayer Cycle.

 Level 3

Character receives +3 Prayers / Prayer Cycle.

Dominate

( Variation of Persuade )

Races restricted - None

Guilds Disallowed - Scribe, Barbarian, Musketeer, Druid, Warlock, Rune Master,

Skill Type - Instant

Action

Character must make eye contact and be within 5 feet of Target Player.

Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own.  This is a Game Mechanic, and may not be avoided through Role Play.  Example~ A Target Player sees you ready your 'Jedi Mind trick' fingers, so they immediately find a reason to look away.  That's a Player seeing a Mechanic and then their Character reacts, pure Metagaming.

Character must announce "Dominate 5M".

Effect

Target Player must perform whatever task or action the Character asks, no matter the cost.  Dominate has no anti-suicide clause.

 Dominate can be used on a NPC/Monster AND on a Player Character.

Effects last for 5 minutes, if the Persuaded Player can not accomplish their goal in this time the effects fade and the Player is left dazed and slightly disorientated but with no lingering effects.

Dominate can be used 3 times per day.

Effects last for 5 minutes.

Details

Never doubt the unlimited reaches of the power of persuasion.

Level 2

Dominate can be used 6 times per day.

  Level 3

Dominate can be used 9 times per day.

Druids Song

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be trying to recharge their Prayers and they must be 30 feet or more away from any Player or NPC/monster.

Character must be outside of Town in a natural environment (bushes, tall grass etc.)

Druid must hum, sing, chant a mantra or play an instrument for 1M before Effects can begin.

 Effect

Character regains 1 Prayer/Prayer cycle per every 3 minutes performing, as opposed to the normal 1 per 5 minutes.

Druids Song may be performed 3  times per day.​​

Details

Music is a welcome travelling companion on the road to a weary souls peace.

Level 2

Character regains 1 Prayer/Prayer cycle per every 2 minutes performing.

Druids Song may be performed 6 times per day.​​

Level 3

Character regains 1 Prayer/Prayer cycle per every 1 minute performing.

Druids Song may be performed 9 times per day.​​

D
E

 

Excommunicate

Races restricted - None

Guilds Disallowed - Engineer, Scribe, Barbarian, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Pirate, Ranger, Thief, Trapper, Warlock, Arcanist, Battle Mage, Psionicist, Enchanter

Skill Type - Instant

Action

Character must hold out / present a symbol of their faith directed at a Target Player within 10 feet who is playing any Guild off of the Cleric tree.

Character must announce "Excommunicate 1M".

Effect

Target Player may not use any of their Prayers for 1 minute.

The Character can Excommunicate another Cleric 3 times per day.

Details

For faith to exist it must be tested.  When one who has been given authority to do so challenges a priests faith it inevitably leads to some few moments of soul searching and self doubt.  True faith always rises to the challenge and returns the stronger for it.

Level 2

Character must announce "Excommunicate 2M".

The Character can Excommunicate another Cleric 6 times per day.

Level 3

Target Player may not use any of their Prayers for 90 seconds.

Character must announce "Excommunicate 3M".

The Character can Excommunicate another Cleric 9 times per day.

Exorcism

Races Restricted - None

Guilds Disallowed - Engineer, Weapons Master, Charlatan, Scribe, Shaman, Warlock, Alchemist, Psionicist

Skill Type - Instant

Action

Character must spend at least 45 seconds of meditation, chanting, preparing etc. before an Exorcism can be attempted.

Character must be in the presence of a Target Player who is ~

1) Under any effect of Mind control.  This includes all variations of Curses, Persuade, Dominate and Possesion.  This also includes any detrimental lingering effects on a Target Player from a Psionicist or any Psionic source.

2) In the Astral Plane.

3) A Summoned NPC\Monster or a Target Player who is presently in control of a Summoned DemonSpawn, DevilKyn, Familiar or a prepared Voodoo doll with a Lootable Body Part already attached to it.

Effect

1) For a victim of a Curse, Mind or Psionic control, the Exorcist (the Character performing the exorcism) must touch the forehead of the negatively affected Target Player.  They must maintain contact and chant\pray\command the controlling force out for no less than 10 seconds.  Character must then announce 'Exorcism', while still maintaining touch.  The Target Player is now free from all lingering negative effects of the Curse, mind control or Psionic.  An Exorcism can only be performed on others and never on one self.

2) Against Target Players in the Astral Plane, Exorcism allows Character throw rice to hit the Astral Player and announce 'Exorcism!'.  If the Target Player is hit with the rice, they are immediately rejected from the Astral Plane and may not return there for 1 minute minimum.  Note: Exorcism in no way allows the Exorcising Character to see into, or otherwise sense anything from the Astral Plane, but if the Character is aware, or has been made aware, of "Ghosts" amongst them, they may try an Exorcism.  The rice throw must come from the Character who has the Exorcism Skill, though thier throw can be guided by others.

3) Against a Summoned Monster\NPC (a service worker) the Character must touch the Target Monster on thier forehead for no less than 10 seconds, and then announce 'Exorcism!'.  The Summoned Monster\NPC is now free from the control and commands of the Summoning Character and may act and behave in any manner they choose.  They do have a limited time to enjoy their new found Master-less freedom though, before the magic that brought them is exhausted and they disappear back to where they came from.  This time limit is 10 minutes per level of the Summoned Monster, but in that time they may do whatever they wish including seeking revenge on the one who summoned it.

Against a DemonSpawn, DevilKyn, Familiar or a Voodoo doll with a body part attached, the Exorcising Character may throw rice and must hit the Summoned Monster\Doll.  They must then announce 'Exorcism!'.  The Monster summoning is now cancelled and the Summoning Player loses all bonuses and benefits of the Summoning.  To regain the Summoned Monster and its benefits, the Summoning Player must repeat the Summoning process if they have a remaining per day use of the Summon Familiar Skill.   In the case of an active Voodoo doll, the Body Part attached to the Voodoo doll is now ruined, and may not be used for any Voodoo effect.  It must be removed and a new Body Part attached, the Exorcism effects the Body Part attached and not the doll.  The doll can be reused with a new use of Create Voodoo Doll.

The Character can perform an Exorcism 3 times per day.

Details

After producing the powerful potion made from the petals of the St Christopher blossom, the sacred herb of her holy order, she turned and faced the demon.  "Demon, be gone!" she commanded, "You are helpless before me!  The Flower of Chris compels you!"

Level 2

The Character can perform an Exorcism 6 times a day.

Level 3

The Character can perform an Exorcism 9 times per day.​

F

 

First Aid

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Target Player Must still be alive and must have less then full hit points.

Character must spend at least 30 seconds tending to, caring for, and/or working with the injured Target Player.

This Skill can not be used by the Character on themselves, only on other players.

Character may only use this skill 3 times per day.

Effect

Character has healed 1 Hit Point on target area on Target Player.

Details

Thank all the Gods in the heavens when your call for a medic is answered.

Level 2

Character may use this skill 6 times per day.

Level 3

Character may use this skill 9 times per day.

Focus Inner Power

Races restricted - Giant, Troll

Guilds Disallowed - Barbarian, Engineer, Musketeer, Watchman, Assassin, Charlatan, Pirate, Scribe, Thief, Trapper, Bishop, Necromancer, Pontiff, Shaman, Warlock, Witch, Alchemist, Arcanist, Battle Mage, Enchanter, Rune Master, Summoner

Skill Type - Instant (though individual Effects may vary)

Action

Character must meditate/focus for 10 seconds, then they must announce what effect they are activating.

Effect

Character can choose any one of the following Psionic effects per use of Focus Inner Power -
Deaden Pain, Resist Cold, See the Hidden
All the above function exactly like Psionic ability at Level 1 strength.  Details on these can be found in the Psionics section.
There is NO Mana cost or expenditure for the Character to access these abilities, instead, the 10 seconds of focus and meditation is all that they have to do, and the ability begins for free at the conclusion of the 10S.
Character can Focus Inner Power three times per day.

Details

Chi, Karma, Mojo, or whatever you wish to name it, the Masters that can focus and harness it, are capable of wonders. 

Level 2

Character can choose any one of Level 1 effects or any one of the following Psionic effects per use of Focus Inner Power -
Bio-Regenerate, Resist Fire, See the Invisible
All the above ( including all Level 1 effects ) function exactly like Psionic abilities and at Level 2 strength.  Details on these can be found in the Psionics section.
Character can Focus Inner Power six times per day.

Level 3

Character can choose any one of Level 1 or 2 effects or any one of the following Psionic effects per use of Focus Inner Power -
Healing, See the Astral, Telekinetic Push
All the above ( including all Level 1 and 2 effects ) function exactly like Psionic abilities and at Level 3 strength.  Details on these can be found in the Psionics section.
Character can Focus Inner Power nine times per day.

Forest Form

( Variation of  Sanctuary )

Races restricted - Giant, Troll

Guilds Disallowed - Engineer, Scribe, OverLord, Barbarian, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Pirate, Thief, Arcanist, Battle Mage, Enchanter, Psionicist, Rune Master,

Skill Type - Linger

Action

Character must touch two trees taller than themselves simultaneously for 15 seconds.

Player cannot move during this 15 seconds and for the duration of the skill

Player must then raise and hold a fist in the air for the remainder of the Skill  whenever that fist is lowered the skill and its benefits are lost.

Character must announce "Sanctuary 3M".

Effect

Player is in Sanctuary with all benefits, limitations and durations of the Sanctuary Spell.  This description can be found in the Spells section.

Effects last 3 minutes, and Character can Forest Form 3 times per day.

Details

When someone fully devotes their body and soul into a relationship with Mother Nature, they may soon learn that she takes care of her own.

Level 2

Character must announce "Sanctuary 6M".

Character can Forest Form 6 times per day.

Level 3

Character must announce "Sanctuary 9M".

Character can Forest Form 9 times per day.

~~NOTE~~

The Sanctuary bubble may be ' popped '.  A 2 handed 'Great' weapon (Great Sword, Great Axe, Polearm/Spear, Staff, etc.) that must be enchanted or blessed weapon, may be used to strike the ground 3 - 4 feet away from the Character in Sanctuary, on all four sides of the Character.  This shatters and destroys the ground enough that proper contact with it can not be made and the Spell is ruined.  

Example - Bishop Benny sees Dug the Dwarf, coming his way and looking angry.  The Bishop holds up his fist and announces "Sanctuary".  Dug continues stalking straight for the Bishop as he readies his Pole Axe that he has already Honed the blade of (using the Dwarfs natural ability to Hone Weapons so that the Pole Axe acts as enchanted) and hits the ground in front of Benny.  Dug then hits the ground to the left of the Bishop.  The Dwarf pounds the ground behind Benny, and then to Benny's right and Benny, very nervous now, must drop the raised fist and the Spell is cancelled.  

Good luck Benny.

 ~~~~~~~~

Forgery
Races restricted - Giant, Troll

Guilds disallowed - Barbarian, Monk, Musketeer, Paladin, Weapons Master, Assassin, Gypsy, Ranger, Trapper, Druid, Necromancer, Shaman, Warlock, Witch, Witch Doctor, Arcanist, OverLord, Oracle, Summoner,

Skill Type - Instant
For a regular Forged document ~
Action
Character must have at least one Read\Write Skill in any language.
Character may now write a scroll, a letter, a writ, a contract, etc. and they may sign it and "authorize" it under any other Character and\or Faction name.
Character must draw a square about the size of a quarter in the bottom right hand corner of the document, and inside the square must be a capitol "F" and the number 1, 2 or 3, which represents the level of forgery possessed by the Forging Character.  For example - Sully the Smuggler has Read\Write Common at Lv1, and Forgery at Lv2, his Forgeries must have a square with F2 inside it.
Effect
The document must be accepted as official, although it may be heavily scrutinized if it demands the bizarre or something completely out of character for the supposed "author" of the forgery.
The only way to discover if a document is a Forgery is to have that document read by any Character with the appropriate Read\Write Skill that must be at least one level higher than the forgers level of Forgery indicated in the bottom right hand square.  For example - Sully's above mentioned forgery is being read by a Player with Read\Write Common Lv1.  That player believes the forgery to be authentic, but because it asks to have all of that factions gold to be transferred to Sully himself, the Lv1 reader decides to get it verified.  A Player with Read\Write Lv3 is found and the forgery is discovered.
In the case of Lv3 forgeries, the document must be read\inspected at the same time by TWO readers at once, and they both must possess the Read\Write Skill of the document and both at Lv3.
Character can create 3 Forgeries a day.
Forgery for Magic Scrolls ~
Magic also has a written language, and it too may be forged.  At Level 1, a Character with Forgery may choose 1 Spell from the Master Spell List with an XC cost of 400 or less.  Once chosen, this Spell may not be changed and the Forging Character will always know it.
Character can create 1 Forged Magic Scroll per day.

Details

"Of course what I say is true!  I have the documentation right here should you care to inspect it!" ~ Brey Gurt, Smuggler, or as she preferred to identify herself, a purveyor of particular, unquestionable goods.

Level 2
Character now learns to Forge a new Spell.  Character may choose from the Master Spell list, and the Spell must cost 600 XC or less.
Character can create 6 regular Forgeries, and 2 Magic Forgeries per day.
Level 3
Character now learns to Forge a new Spell.  Character may choose from the Master Spell list, and the Spell must cost 800 XC or less. 
Character can create 9 regular Forgeries, and 3 Magic Forgeries per day.

G

 

Grace of the Gods

Races restricted - None

Guilds Disallowed - None, but the Character must have a Prayer Cycle.

Skill Type - Instant

Action

Character must die and be resurrected

Character must be wearing a holy symbol of their gods (unless the Character has this as an ability, then they need no holy symbol at all)

 Effect

All of the Characters Prayers/Prayer Cycle are fully recharged and immediately available to the Character without the need to visit Sanctified ground upon Resurrection

Grace of the Gods will also cure any lingering effects of the Plague automatically and without the need for a Revive first.

Character can use Grace of the Gods 1 times per day.

Details

Some priests smile even as die for they know that as soon as they once more walk in the lands of the living their God will be with them.

Level 2

Able to bestow by touching a Dead Target Player and by announcing "Grace of the Gods".  Dead Target Player must be a Prayer caster from the same religious Faction as the bestowing Character.  This touch must be within 1 minute of the Dead Target Players resurrection.

Character can use Grace of the Gods 2 times per day.

Level 3

Able to bestow by touching a Dead Target Player and by announcing "Grace of the Gods".  Dead Target Player must be a Prayer caster from any religious Faction.  This touch must be within 1 minute of the Dead Target Players resurrection.

Character can use Grace of the Gods 3 times per day.

H

 

Heart Rip

Races restricted - Halfling, Goblin, Elf

Guilds Disallowed - Scribe, Gypsy, Bishop, Druid, Arcanist, Battle Mage, Psionicist,

Skill Type - Instant

Action

Character must be wearing Gauntlets.

Character must punch target player in an unarmoured stomach.

Character must yell “Heart Rip”.

Effect

Target Player receives 6 Hit Points of damage to the Body.
Character can use Heart Rip once per day.

Details

Legends speak of an evil Dwarf of unsurpassed cruelty, named Braal.  To intimidate the foe, Braal before battle would commonly rip out the hearts of his own soldiers and tie the bloody organs into his beard.

Level 2

Character can use Heart Rip two times per day.

Level 3

Character can now Heart Rip through Medium Armour.

Character can use Heart Rip three times per day.

Holy Symbol

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be wearing a symbol of their God.

Character must hold the Holy Symbol to one of their own damaged limbs for 10 seconds.

Effect

+1 Arm or Leg Hit Point.

The Holy Symbol may be used three times a day.

Holy Symbol does not work on other Target Players, just the Character themselves.

Details

Those that place their faith in the Gods are made the stronger for it.

Level 2

The Holy Symbol may be used six times a day.

Level 3

The Holy Symbol now may provide +1 Body per use.

The Holy Symbol may be used nine times a day.

I

 

Incorruptible

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have just been targeted with any version of Persuade or Tongues of Truth.

Character must announce that they are "Incorruptible".

Effect

Character is immune to the Persuasion attempt.

A Character can use their Incorruptible skill three times daily, at their choice.

Details

To derail the minds of the devoted is a difficult task indeed.  Some minds are so firmly entrenched in their ways of thinking that no amount of reason or effort  will ever get them to do something they do not wish to do.

Level 2

A Character can use their Incorruptible skill six times daily, at their choice.

Level 3

A Character can use their Incorruptible skill nine times daily, at their choice.

​​

Iron Mind

Races restricted - None

Guilds disallowed - None

Skill Type - Instant

Action

Character must be affected by any variation of 'Confusion', or affected by any variation of emotional tampering.  This includes any effect announced with "Beguile" or "Calm". 

Iron Mind does not negate any ability announced with "Fear".

Character must announce ''Iron Mind'.

Effect

Character is unaffected and the Confusion or emotional tampering is negated.

Character can use the effects of Iron Mind 3 times per day.

Details

Some Folks have an astounding mental ability to hold a thought firmly in mind, no matter the chaos that surrounds them.  In fact, with most of these individuals, if one wished to knock a thought out of their head, one had better bring a bat.

Level 2

As well as all effects listed above, Iron Mind can now negate any effect announced as "Cute" or "Joy".

Character can now use Iron Mind 6 times a day.

Level 3

As well as all effects listed above, Iron Mind can now negate any effect announced as "Sorrow" or "Words of Truth".

Character can now use Iron Mind 9 times a day.​

M

 

Master Blood Lust

Races restricted - None

Guilds Disallowed - Scribe, Bishop, Arcanist, Psionicist

Skill Type - Instant

Action

Character must kill two Target Players within 30 seconds of each other.

Effect

1 Body Hit Point healed.  Character can use Master Bloodlust 3 times per day.

Details

Some revel in war and the thrill of victory fuels them and drives them for more.

Level 2

2 Body Hit Points healed.  Character can use Master Bloodlust 6 times per day.

Level 3

3 Body Hit Points healed.  Character can use Master Bloodlust 9 times per day.

Master Herbalism

Races restricted - Dwarf, Orc, Goblin, Giant, Troll

Guilds Disallowed - Engineer, OverLord, Scribe, Barbarian, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Pirate, Thief, Battle Mage, Enchanter, Psionicist, Rune Master, Summoner,

Skill Type - Instant (though individual Effects may vary)

~~NOTE~~

Herbalism is the mixing of knowledge and faith to produce magical results.  An Herbalist does not study magic nor do they know how to enchant or to add specific incantations to anything.  What they do know is plants, and all their potential properties.  The know what root/leaf/tree bark to grind into a powder, and then how to mix it with the oils of certain berries/flowers/plants, and then how to make that mixture into a drinkable "tea" that can be bottled into a potion.  Herbalists are not Wizards nor Clerics, they are masters of plant lore and trusting students of Mother Nature.

With this in mind, all Herbalism Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual.  Herbalism Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.

Herbalism DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols.  They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.

In no way does any level of Herbalism grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.

~~~~~~~~

Herbalists must follow all rules for the making of Nature Prayer Potions.

Action

Character must have an un-opened personal sized plastic water bottle.

Bottle must be wrapped in white leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.

All appropriate Magic Symbols must be drawn in green marker.

A Herbalist may make a Wizards Mark instead of a Holy Symbol should they choose.

Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.

Character must announce "Advanced Herbalism - Potion of ________"

Effect

The magical Potion has been created.

All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.

All Potions expire at midnight the day they were created.

The Character can create 3 potions a day.

The level of the potion effects is equal to the level of Greater Herbalism of the creating Character.

Level 1  Master Herbalism Potions are equal to the Level 1 Nature Prayer of the same name.

The types of Potions available are

Astral Projection

Fly

Stone to Flesh

Details

Mock not the unleashed power of Nature and the Gods, lest they lay you low.

Level 2

The Character can create 6 potions a day.

Level 2 Master Herbalism Potions are equal to the Level 2 Nature Prayer of the same name.

The types of Potions available are

 Crush

Persuade

Resurrection

Level 3

The Character can create 9 potions a day.

Level 3 Master Herbalism Potions are equal to the Level 3 Nature Prayer of the same name.

The types of Potions available are

Empowered by Faith

Eyes of All

Forest Form

Meditate Mana

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.

Effect

Character then receives 15 Mana back into their Mana Pool per every 3 minutes of Meditation.

Details

' I remember when this wizard guy once marched with us, fought with us and marched with us again.  18 hours of hard going later this guy just up and sits on the ground!  Quarter hour later the spell waggler feller stood up with a smile looking fresh as a daisy!'

~ Pablo the Peasant.

Level 2

Character now receives 15 Mana back into their Mana Pool per every 2 minutes of Meditation.

Level 3

Character then receives 15 Mana back into their Mana Pool per every 1 minute of Meditation.

 

Meditate Prayers

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.

Effect

Character then receives 1 Prayer Slot back into his Prayer Cycle per every 3 minutes of Meditation.

Details

' I remember when this nature priest once marched with us, fought with us and marched with us again.  18 hours of hard going later this guy just up and sits on the ground!  Quarter hour later the Nature feller stood up with a smile looking fresh as a daisy!'

~ Pablo the Peasant.

Level 2

Character now receives 1 Prayer Slot back into his Prayer Cycle per every 2 minutes of Meditation.

Level 3

Character then receives 1 Prayer Slot back into his Prayer Cycle per every 1 minute of Meditation.

Meditate Spells

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.

Effect

Character then receives 1 Spell Slot back into their Spell Cycle per every 3 minutes of Meditation.

Details

' I remember when this wizard guy once marched with us, fought with us and marched with us again.  18 hours of hard going later this guy just up and sits on the ground!  Quarter hour later the spell waggler feller stood up with a smile looking fresh as a daisy!'

~ Pablo the Peasant.

Level 2

Character now receives 1 Spell Slot back into their Spell Cycle per every 2 minutes of Meditation.

Level 3

Character then receives 1 Spell Slot back into their Spell Cycle per every 1 minute of Meditation.


Mentor

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have a willing Target Player who knows the Skill Apprentice and a Skill that the Target Player has yet to learn but wishes to acquire.

Character ( Mentor ) and their Target Player (Apprentice) both must report to the GateHouse together, on three separate days, to sign the Master Mentor List.

Effect

On the fourth day the Target Player may purchase, with XC, the Skill that has been written down in the List for three days at 10% cost reduction.

That cost reduction goes immediately to the Mentor.

Character may only Mentor one Skill at a time.

Details

Where would the world be without teachers?

Level 2

Character may Mentor two Skills, to the same or different Apprentices, at the same time.

Level 3

Character now receives a 20% cost reward.

~~NOTE~~

If a Mentor and an Apprentice have different levels of these two Skills, the lowest level of both of the Players will determine the cost reduction.  Example - Mack the Mentor ( Mentor Level 3 ) and Apendy the Apprentice (Apprentice Level 1) work together to teach Apendy the Skill True Strike.  On the fourth week, Apendy may purchase the Skill with a 10% cost reduction.

​~~~~~~~~

Morale Boost

Races restricted - Giant, Troll

Guilds Disallowed - Witch, OverLord, Assassin, Ranger, Thief, Trapper, Shaman, Warlock, Arcanist,

Skill Type - Linger

Action
Character must make an inspiring 10 second minimum speech all about a maximum of 3 Target Players.

Target Players must be called by their Characters name at least once during the speech to receive any benefits of Morale Boost.
The speech must last for at least 10 seconds, then Character must announce "Morale Boost 3M".

Effect

Character and all Target Players named receive +1 Body, +1 Arms and +1 Legs each.  Non-Combatants named will receive +1 Wound Point.

Effects last for 3 minutes.

Character can perform a Morale Boost 3 times per day.

Details

" Aye, run from a fight and you will live, but, years from now, as you lie on your death bed, would you not trade every day from now 'til then for one chance, just one chance, to come back and stand and fight, and to tell your foes that they will never take our freedom! " 

Level 2

Character can now name up to 6 Target Players and all players named receive the benefits.

Character may now announce "Morale Boost 6M".

Character can perform a Morale Boost 6 times per day.

Level 3

Character can now name up to 9 Target Players and all players named receive the benefits.

Character may now announce "Morale Boost 9M".

Character can perform a Morale Boost 9 times per day.

N

Natures Robes

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant (though individual Effects may vary)

Action

Character must be wearing a Robe coloured appropriately for one of the four Elements.  Colours allowed per Element - Air - Light blue, white and silver.  Earth - Dark brown,  dark green and grey.  Fire - Red, yellow and black.  Water - Dark blue, light green and light brown.

Effect

Once per day the Robes can allow the Character to perform each of the following skills at the Characters choice -

First aid Lv 1 (Wearer only and only for Body Hit Points)

Forest Form Lv 1

Woodland Stride Lv 1

Details

Sticks and stones can break my bones but coloured robes can help me.

Level 2

Robes also provide + 1 to Body Armour Points.

Level  3

Character may access each of the the Robes Skills twice per day.

 

Necromancy

Races restricted - None

Guilds Disallowed - Barbarian, Engineer, Mercenary, Monk, Musketeer, Watchman, Weapons Master, Charlatan, Gypsy, Pirate, Scribe, Thief, Trapper, Shaman, Warlock, Alchemist, Enchanter, Psionicist, Rune Master, Summoner

Skill Type - Instant (though individual Effects may vary)

Action

Character must have a Player Character or NPC/Summoned Monster lootable body part of any racial type.
Character must secure the body part to a head band or upper arm band which must remain visible at all times.

Effect

The Character can now access and use any racial ability belonging to the lootable body part.
Each Body Part may be used up to 3 times before it is burned up completely and lost.  As soon as a Body Part is used with Necromancy the first time, it can no longer be added to your Looted Body Parts count on your Character Card.  

Effects granted by PC/NPC Body Parts are ~
 

Player races - Human Eyeballs grant one use of Instant Knowledge a(Spell) per use.
Halfling Fur grant one use of Persuade (Spell) per use.
Dwarf Beards grant one use of Hone Weapon (Skill) per use.
Elf Ears grant one use of Revive (Spell) per use.
Giant Eyes grant one use of Knockout (Skill) per use.
Goblin Ears grant one use of Cannabalize for Limbs (Skill) per use.
Orc Tusks grant one use of Scent (Skill) per use.
Ogre Horns grant one use of Punch for Push (Skill) per use.
Troll Skin grants one use of Rise (Skill) per use.


NPC/Summoned Monster races - Angel Feathers grant one use of Fearless (Skill) per use.
Demon Horns will grant one use of Teleport (Spell) per use.
Devil Tongues grant one use of Pure Will (Skill) per use.
Faerie Wings grant one use of Fly (Spell) per use.

Golem Hearts grant one use of Mend Self (Spell),  per use.

Skeleton Bones grant one use of Rise (Skill) per use.
Wraith Bones grant one use of Astral Form (Skill) per use.

All the above function exactly like their Spell or Skill equivalent and at Level 1 strength,
At Level 1 the Character can attach up to 3 body parts per day, which rephrased means 3 separate Body parts may be attached to the Necromancer to create a total of 9 effects that day.
All Body Parts expire at midnight whether used or not. 

Details

"Mock not the dead boy, for they have eerie powers" ~ H. Simpson, Watchman

Level 2

All the above function exactly like their Spell or Skill equivalent and at Level 2 strength,
At Level 2 the Character can attach up to 6 body parts per day, which rephrased means 6 separate Body parts may be attached to the Necromancer to create a total of 18 effects that day.
All Body Parts expire at midnight whether used or not. 

Level 3

All the above function exactly like their Spell or Skill equivalent and at Level 3 strength,
At Level 3 the Character can attach up to 9 body parts per day, which rephrased means 9 separate Body parts may be attached to the Necromancer to create a total of 27 effects that day.
All Body Parts expire at midnight whether used or not. 

Nullify Magic

Races restricted - None

Guilds Disallowed - Engineer, Assassin, Pirate, Thief,

Skill Type - Linger

Action

Character must be within 10 feet of a Mana based Spell magic using Target Player.

Character must make eye contact with the Target Player.

Character must chant loudly and repetitively any chant they wish, punctuated with "No Mana" and pointing/gesturing at the Target Player at least once every 3 seconds.

Effect

Any Spell or effect with a Mana base effect that was in the process of being cast by the Target Player is interrupted and ruined.  The Mana that was going to be spent is lost and no effects happen.

Target Player can not cast or spend any Mana Points while still in range of the chanting Nullifying Character .

Effects last as long as the chanting Character remains chanting and in range of the Target Player.

Character can Nullify Magic 3 times every day.

Details

"Will some body please shut that one up!"

~ a frustrated Artemist the Arcanist.

Level 2

Character must be within 25 feet of Target Player.

Character can Nullify Magic 6 times every day.

Level 3

Character may affect two Target Players and must point at both Target Players while chanting.

Character can Nullify Magic 9 times every day.

~~~ NOTE ~~~
Nullify Magic can be used to Negate a Target Players Astral Form, but with restrictions  ~
Character using Nullify Magic must be able to see the Astral Target Player.

A Target Player in Astral Form needs to spend Mana every minute to maintain themselves in the Astral plane.   A Character using Nullify Magic against an Astral Target must maintain the point and chant, and also must keep the Target within range until the Target Player once again has to spend Mana/minute, of which they now can not.  This cancels the Astral Form, within 1M, every time, unless Astral Form is the Target Players natural State.

~~~~~~~~~~~~

P

 

Persuade

Races restricted - Giant, Troll

Guilds Disallowed - Barbarian, Musketeer, Druid, Warlock, Rune Master, Summoner

Skill Type - Instant

Action

Character must make eye contact and be within 10 feet of Target Player.

Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own.

Character must announce "Persuade 5M".

Effect

Target Player must perform whatever task or action the Character asks, within reason.  Persuade has a very robust anti-suicide clause.  Persuading Character may not tell Target Player to kill themselves, their family, their clan or their loved ones.  Nor can Persuade convince a Target Player to cause direct harm to any of those listed above.  Anything else goes.  Consider Persuade to be used as a con job, the Character being the Con Artist, the Target Player the victim.  There is only so much anyone can talk anybody else into.

 Persuade can be used by a Player on a NPC/Monster only, not on a Player Character.

Effects last for 5 minutes, if the Persuaded Player can not accomplish their goal in this time the effects fade and the Player is left dazed and slightly disorientated but with no lingering effects.

Persuade can be used 3 times per day.

Effects last for 5 minutes.

Details

 "Well I met this kind Halfling and he assured me that Tu-Tus were in season this year."

~ Belonda the Orc.

Level 2

Persuade can be used 6 times per day on a NPC / monster only, not on a Player Character.

  Level 3

Persuade can be used 9 times times per day on a NPC / monster only, not on a Player Character.

Possess

( Ultimate variation of Persuade )

Races restricted - None

Guilds Disallowed - Engineer, Scribe, Barbarian, Mercenary, Musketeer, Watchman, Assassin, Pirate, Thief, Trapper, Druid, Shaman, Warlock, Rune Master, 

Skill Type - Linger

Action

Character must make eye contact and be within 5 feet of Target Player.

Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own and announce to that Target Player "Possession!" The Target Player must then stop and immediately enter into a combat against the Possessing Character to the first Hit Point of damage only.  The Possessing Character must do 1 Hit Point of damage to the Targets Body to win the Possession.  The Target must deal 1 Hit Point of damage ANYWHERE on the Possessor to stop the Possession.

If the Character attempting the Possession does not win the battle, the possession fails.

If the Possessing attempting Character wins, the victim Target Player must stay within arms reach of Possessed Target for the entire duration of the Skill.

Possessing Character must announce "You are now Possessed 1H".

Effect

The Possessing Character 'enters the body through the wound they made' and takes over total control of the Target Player.

During the entire duration, the Possessing Character is UNABLE TO BE SEEN/EFFECTED THROUGH ANY MEANS.  Only the end of Possessions Duration Time Call, the death of the Target Player, or an Excorsism, will reveal the Possessing Character against their will.

Once a Target Player is possessed, they are the complete puppet of the Character controlling them and must act accordingly.  If the Possessing Character is previously aware of the Targets Guild and or Skill set, the Possessor may tell the Target Player to perform any Skill, Spell, Prayer etc. that the Target Player knows, and have the Target Player use items and drink potions if they wish.  

The Possessing Character must walk directly behind the Target Player (always within an easy arms reach) and direct everything that the Target Player does.  The Target Player will walk only if told to and will follow all directions of the Possessor.  

The Possessing Character can also talk through the Target Player by whispering into the Target Players ear what it wants them to say.  The Target Player must then repeat the words exactly as told to them.  

There is an anti suicide clause to being controlled by Possession that forces a new combat between the two again, a soon as the command is given, only to the first Hit Point of Damage dealt.  If the Possessing Character wins, then the Target Player must respond as the Character commanded. 

Being commanded to kill, not harm or hinder, but to kill a Player that the Target Player shares Clan Nature with will also force a new combat.  

If the Possessing Character loses any of these secondary Combat Contests, then the possession is defeated and the Possessing Character is banished from that Player.

Target Players remember nothing of any of their actions while being possessed.  The Possession leaves nothing behind but a confused victim.

Effects last for 1 hour and the Character can attempt a Possession only 1 time a day.

Details

"Careful you when ya mess with da Body Jumpers.  I see's dem as cowards, 'cause when they're in ya, they don't get hurt no way, no how.  But you do, bet your teeth you do, and alot.  Funny thing is later when the folks around you ask how you lost yer legs, all ya gots to say is 'I don't remember'.  And ya don't either, damn Body Jumpers take that too."  

~ Advice from a legless veteran Merc for the price of a pint of ale.  

Level 2

Possessing Character must announce "You are now Possessed 2H".

Effects last for 2 hours and the Character can attempt a Possession only 2 times a day.

Level 3

Possessing Character must announce "You are now Possessed 3H".

Effects last for 3 hours and the Character can attempt a Possession only 3 times a day.

Premonition

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must approach Game Master and announce "Premonition 2".  Character must have in plain view some sort of scrying or fortune telling device, for example – a crystal ball, tarot cards, chicken bones, rune stones, candle, bowl of water, etc.

Effect

  Character may now ask two questions of the Game Master about what the GM has already planned and set out for that day.  For example – will a specific NPC/Monster be making an appearance that day, where the greatest amount of gold to be found that day is, what is guarding that gold, is there any prepared “lost treasure“ to be found and where and so on. The possibilities are endless.

Game Master must answer the questions, but Character should ask very specific inquiries and choose their words well, as the Game Master may choose to find loop holes in your wording to answer your question with not the answer you are hoping for, rather they may answer with an unexpected answer that is still applicable.

Effects last for 2 questions and/or for a 3 minute duration, then the GM is compelled to tell no more.

Character can attempt a Premonition 1x/Day.

Details

  Sorcerers and their cauldrons, Astrologers and their stars, Gypsies and their crystal balls.  Many people from many Realms have learned ways to forecast the future.  Whether their visions are true or not is only for time to unveil.

Level 2

Character may now ask three questions.  Character must announce "Premonition  3".

Character can attempt a Premonition 2x/Day.

Level 3

Character may now ask four questions.  Character must announce "Premonition  4".

Character can attempt a Premonition 3x/Day.

 

Pure Will

Races restricted - None

Guilds Disallowed - None (though individual Effects may vary)

Skill Type - Instant

Action

Character must be targeted and affected by any variation of the Spells listed below.

Character must announce "Pure Will!".

Pure Will can only be used three times per day.

Effect

Self Dispel Blind

Self Dispel Sleep

Details

The arms carved the stone into mighty blocks, the legs carried those blocks for many leagues, the body heaved and strained to lay those blocks into a mighty defensive wall but it is the Mind that commands it all.  Like a battlefield General, what the Mind orders, the rest of the body must do, if possible.  Master the mind and anything is possible.

Level 2
Character may also -

Self Dispel Pain
Self Dispel Persuade
Pure Will can be used six times per day.

Level 3
Character may also -

Self Dispel Fear

Self Dispel any Set On Spell following that particular remedy for that particular Set On.
Pure Will can be used nine times per day.

**Pure Will Specialization~ "Magnamind"**

Sometimes, the best strategy is just plain ol' stubbornness.

Character must announce "Magnamind".
Character may now also negate all Cloud magic with "Breathe without Air" (same as Lv1 Wizard Spell) and

Turn all time calls of "Petrify" from M to S. 

For example, a call of "Petrify 10M" (10 minutes) would now be "Petrify 10S" (10 seconds).

Pure Will may be used 12 times a day.

 

Rally

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Instant

Action
Character must have both feet planted.

Character must have Clan Nature with at least 1 other Target Player suffering the negative effects of the list below.
Character must yell their personal war cry and then their Faction name.

Character must blow a war horn.

Character must sound the horn for a minimum of 3 seconds.
Character must announce "Rally _____ (Name of the Faction)".

Effect

Friendly target players who share Clan Nature with the Character calling for the rally, if they are within 25 feet of the Character and hear the horn and Clan name, may -
Dispel Sleep
Dispel Knockout.

Dispel Fear.
Dispel Pain.

 Dispel Persuade.
All effects are instant with the announcing of the Skill.

Rally may be used 3 times per day.
Details

The raiding party appeared from out of the nights mist and took the town completely by surprise.  In all but moments over half of the defenders, found in their beds asleep, were either unconscious, terrified or being brutalized   From the far tower sharp eyes turned around to see the silent savagery happening behind him.  He raised his horn to his lips and roused the rest of the town.  Great losses were suffered that day, but the town and its folk held.
Level 2

Rally may be used 6 times per day.

Level 3

Rally may be used 9 times per day.

 

Read / Write Circles

R
Circles Better.png

Races restricted - None

Guilds Disallowed - Engineer, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,

Skill Type - Instant

Action

Character must be attempting to understand a drawn circle in front of them.

Writing, or in this case drawing, of the Circles is possible, but if the character is not a Summoner, or has no Mana Pool, or has not purchased the Circle and Symbols they are drawing with their XC, then it is not magical, no Mana can be put in it, it has no game effect (other than potentially acting as a  hazardous obstacle to avoid) and must have no prepared section above it.  If the Circle contains no magic, then no prepared section is necessary or allowed

Effect

Character can draw and decipher (and buy the Circle with XC so that they may cast it) all Protection Circles at Level 1 strength only.

Details

Harnessing the perfection of a never ending line and ripe with mystic symbolism, Circles can create the wondrous, and entrap the wicked.

Level 2

Character can draw (following above restrictions) and decipher all Summoning Circles at a maximum of Level 2 strength only.

Level 3

Characters Summoning and Protection Circles may now function at up to a Level 3 strength and effectiveness.

~~NOTE~~

A Character wishing to purchase and use Circle Magic ( both Summoner and Non-Summoner ) must first have the appropriate level of Read/Write Circles to purchase the Circle.  For example, a Character with Level 2 Read/Write Circles may purchase and use any Protection and Summoning Circle but not any Power Circles.  The Character would need  Level 3 Read/Write Circles first.

A Character ( who is not a Summoner by Guild ) with Level 1 Read/Write Circles may with their XC purchase a Protection Circle and all Symbols necessary and can use the abilities of that Circle for half regular duration.

A Character ( who is not a Summoner by Guild ) with Level 2 Read/Write Circles may with their XC purchase a Protection or a Summoning Circle and all Symbols necessary and can use the abilities of that Circle for half regular duration.

A Character ( who is not a Summoner by Guild ) with Level 3 Read/Write Circles may with their XC purchase a Protection, Summoning or a Power Circle and all Symbols necessary and use the abilities of that Circle for half regular duration.

Read/Write Aramaic (Monster Tongue~ Angels and Devils)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Aramaic language (any Scroll with a Silver Duct Tape back).

Effects

Character can read, write and understand any word written in the Aramaic language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2

Character can read, write and understand any word written in the Aramaic language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all

.Level 3

Character can read and write the Aramaic language at will.

Read/Write Black Speech (Monster Tongue~ Wraiths)
Races Restricted - Elf, 
Guilds Disallowed - Healer, Druid

Skill Type - Instant
Action
Character must be attempting to read or write something in the Black Speech language (any Scroll with a Black Duct Tape back).
Effects
Character can read, write and understand any word written in the Black Speech language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Black Speech language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Black Speech language at will.

​​

Read/Write Common (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None

Skill Type - Instant
Action
Character must be attempting to read or write something in the Common language (any Scroll with a White Duct Tape back).
Effects
Character can read, write and understand any word written in the Common language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Common language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Common language at will.

 

Read/Write Demogogian (Monster Tongue~ Demons)

Races Restricted - None

, Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Demogogian language (any Scroll with a Red Duct Tape back).

Effects

Character can read, write and understand any word written in the Demogogian language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2

Character can read, write and understand any word written in the Demogogian language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

Character can read and write the Demogogian language at will.


Read/Write Dwarf (Mortal Speech)

Races Restricted - None

, Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Dwarf language (any Scroll with a Grey Duct Tape back).

Effects

Character can read, write and understand any word written in the Dwarf language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2

Character can read, write and understand any word written in the Dwarf language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

Character can read and write the Dwarf language at will.


Read/Write Ancient Dwarf (Monster Tongue)

Dwarven Alphabet.png

Races Restricted - Elf, unless they are Scribes.

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Ancient Dwarven language (any Scroll with a Grey Duct Tape back and written in the above Font).

Effects

Character can read, write and understand any word written in the Ancient language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Ancient Dwarven language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Ancient Dwarven language at will.

Read/Write Elven (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Elven language (any Scroll with a Blue Duct Tape back).

Effects

Character can read, write and understand any word written in the Elven language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Elven language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Elven language at will.

Read/Write Ancient Elven (Monster Tongue)

Elf Alphabet.png

​​​​​​​​​​​​​​​​​Races Restricted - Dwarf, unless they are Scribes
Guilds Disallowed - None

Skill Type - Instant
Action
Character must be attempting to read or write something in the Ancient Elven language (any Scroll with a Blue Duct Tape back and written in the above Font).
Effects
Character can read, write and understand any word written in the Ancient Elven language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Ancient Elven language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Ancient Elven language at will.

Read/Write The Mother Tongue (Monster Tongue~ Elementals)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in The Mother Tongue language (any Scroll with a Silver Duct Tape back bordered with Blue).

Effects

Character can read, write and understand any word written in the The Mother Tongue language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the The Mother Tongue language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the The Mother Tongue language at will.

Read/Write Fey (Monster Tongue~ Faeries)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Fey language (any Scroll with a Pink Duct Tape back).

Effects

Character can read, write and understand any word written in the Fey language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Fey language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Fey language at will.

Read/Write Goblin (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Goblin language (any Scroll with a Green Duct Tape back).

Effects

Character can read, write and understand any word written in the Goblin language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Goblin language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Goblin language at will.

Read/Write Halfling (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Halfling language (any Scroll with a White Duct Tape back bordered by Grey).

Effects

Character can read, write and understand any word written in the Halfling language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Halfling language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Halfling language at will.

Read/Write Ogre (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Ogre language (any Scroll with a Brown Duct Tape back).

Effects

Character can read, write and understand any word written in the Ogre language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Ogre language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Ogre language at will.

Read/Write Orc (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Orcish language (any Scroll with a Brown Duct Tape back bordered by Black).

Effects

Character can read, write and understand any word written in the Orcish language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Orcish language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Orcish language at will.

Read / Write Magic Symbols

Master Magic Circle Symbols.jpg

Races restricted - None

Guilds Disallowed - Engineer, Witch, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,

Skill Type - Instant

Action

Character must be attempting to understand a drawn magic Symbol in front of them.

Writing, or in this case drawing, of Symbols is possible, but if the character is not a Enchanter or has not purchased the Symbol they are drawing with their XC, it is not magical, no mana can be put in it and it has no game effect.

Effect

Character now understands all Symbols dealing with the level of the magic Symbol phrase and will be able to identify if it is a powerful potion/scroll (a Level 3) or a regular variety (ie a Level 1 Potion/Scroll)

Character now understands all Elemental Symbols as well.

Details

The written word of magic, or the art of the arcane.  For those that know how to channel power into these Symbols, and in what order to place them, fantastic things will be possible.

Level 2

Character now also understands all Symbols of The Beings and all Symbols of Conditions as well.

Level 3

Character now understands all the Symbols of Magic.

~~NOTE~~

A Character (who is not a Enchanter by Guild) with Level 3 Read/Write Magic Symbols may with their XC purchase the individual Symbols necessary to create a Magic Symbol Phrase and can use the abilities of that Phrase to create magic Potions or Scrolls, as long as the character has enough Mana to do so, and follows all rules laid out in the Potion/Scrolls section.

~~~~~~~~

Read / Write Runes

Runes.jpg

Races restricted - None

Guilds Disallowed - Engineer, Witch, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,

Skill Type - Instant

Action

Character must be attempting to understand a drawn Rune in front of them.

Writing, or in this case drawing, of the Runes is possible, but if the character is not a Rune Master or has not purchased the Rune they are drawing with their XC, it is not magical, no mana can be put in it, it has no game effect (other than potentially acting as a  hazardous obstacle to avoid) and must have no prepared section above it.  If the Circle contains no magic, then no prepared section is necessary or allowed

Effect

Character can draw and decipher (understand) the Runic alphabet.

Details

The Runes.  The legendary source of all magic as some Scholars say.  Many have chased the power of the elusive Runes, only the persistent may master them with any degree of success.

Level 2

Character can draw and decipher (understand) all Trigger Runes except for Power and Permanence.

Level 3

Character can draw and decipher (understand) all Runes of power.

~~NOTE~~

A Character (who is not a Rune Master by Guild) with Level 3 Read/Write Runes may with their XC purchase the individual Runes necessary to create a Runik Phrase and can use the abilities of that Phrase for half effects and durations.

Read/Write Runes when used by a Character who is a Rune Master is for deciphering/decoding other Players Runes only.

 ~~~~~~~~

Resist Poison

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have just drank a poisoned beverage.

Character must have just failed his Save vs. Poison within the last 10 seconds.

Character may announce "Resist Poison if they wish and then they must take another full mouthful of the poisoned beverage.

Effect

Character gets to attempt a second saving throw and if successful, receives no negative effect from the poison.

Character can use Resist Poison once per day.

Details

Rumours abound of folk being so nervous of getting poisoned that little by little, and day by day, they actually poison themselves.  This builds a tolerance to the poison over time.  Even the deadly Iocaine Powder can be countered this way, just be careful not to lose your life to your own studies!

Level 2

Character can use Resist Poison twice per day.

Level 3

Character can use Resist Poison three times per day.

 

Rise

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character has just died / been killed.

Character must wait 1 minute.

Effect

Character self resurrects automatically in whatever bonded or unbonded state they were in before they died.  Characters that can Rise do so with only 1 Body Hit Point, and +1 Hit Point of healing to each Arm and Leg (if necessary).

Character can use this skill once per day.

Details

Some folks just hate leaving unfinished business behind them.

Level 2

Character now Rises with 2 Hit Points on their Body and +2 Hit Points of healing on each Arm and Leg.

Character can use this skill twice per day.

Level 3

Character now Rises with 3 Hit Points on their Body and +3 Hit Points of healing on each Arm and Leg.

Character can use this skill three times per day.

Sacrifice

Races restricted - None

Guilds Disallowed - Musketeer, Enchanter, Rune Master,

Skill Type - Instant

Action

Character must be previously injured.

Character must approach and kneel / crouch beside / over a dead target player.

Character must "rip open the stomach to access the heart and remove it", Character must spend no less than 30 seconds doing this, and then Character must perform a 30 second chant or ritual over the heart before they must "stab the heart" with a knife or dagger.

Effect

Character heals +1 Body, +1 Arms and +1 Legs.

Character can not raise their Hit Points over their maximum normal amount.

Character can Sacrifice up to three times a day.

Details

Dark alters and sharp knives unleash the power of life through death.

Level 2

Character heals +2 Body, +2 Arms and +2 Legs.

Character can Sacrifice up to six times a day.

Level 3

Character heals +3 Body, +3 Arms and +3 Legs, OR, they can receive one Prayer or Spell back into their Prayer or Spell Cycle  (if any).

Character can Sacrifice up to nine times a day.

 

Scent

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

There must be a Hidden Target Player within a 25 ft radius of the Character using Scent.

Character must remain immobile while using Scent.

Effect

Character can smell the Hidden Target Player.

Character cannot locate where “invisible” or "hidden" characters are, only that they are near.

Character can use Scent 3 times per day, and once Scent is activated it will last for 3 minutes.

Details

The nose knows, you know?

Level 2

Characters can now also Scent Invisible Characters as well.

Character can use Scent 6 times per day and each use lasts for 6 minutes.

Level 3

Characters can now also Scent Astral Characters as well.

Character can now Track by Scent.  As soon as the Character Scents the Hidden, Invisible or Astral Target Player they may take 2 steps towards the Target Player after pausing to take two big sniffs, in a "Sniff, sniff, then Step, step" manner.  As long as the Hidden, Invisible or Astral Target Player stays within range the Character, they can Track them.

Character can use Scent 9 times per day and each use lasts for 9 minutes.

 

Scholar
Races Restricted - Giant, Troll
Guilds Disallowed - None

Skill Type - Instant
Action
Character must be attempting to read or write something in the Common (White), Halfling (White bordered with Grey), Dwarf (Grey), Elf (Blue), Goblin (Green), Ogre (Brown) or Orc (Brown bordered with Black) written language.
Effects
Character can read, write and understand any word written in any of the languages listed above, that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Details

If knowledge is the path to power, then books are the guides.

Level 2
Character can read, write and understand any word written in any of the languages listed above, that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write any of the languages listed above at will.

  

Self Sacrifice

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action
Character must meditate/pray for one minute undisturbed.

Character must then produce a bladed weapon and cause themselves at least 1 Hit Point of damage on a Targetable Area.
Character may perform Self Sacrifice 3 times per day.

Effect

Characters  receives 1 Prayer back into their Prayer/Prayer Cycle for every Hit Point sacrificed from the Body, or one Prayer for every 2 Hit points sacrificed from the Arms and/or Legs.

Character may reduce a limb to 0 Hit Points with Self Sacrifice should they wish, but the Character can not go below 1 Body Hit Point with this skill.

Details

Some people believe that the only way to ones true potential, is through great sacrifice.

Level 2

Characters must now only meditate for 30 seconds.
Character may perform Self Sacrifice 6 times per day.

Level 3

Characters now receives 2 Prayers back into their Prayer/Prayer Cycle for every Hit Point sacrificed from the Body, or one Prayer per Hit Point sacrificed from the Arms and/or Legs.
Character may perform Self Sacrifice 9 times per day.

 

Sever Stone

Races restricted - None

Guilds Disallowed - Engineer, Barbarian, Mercenary, Musketeer,Watchman, Gypsy, Pirate, Ranger, Trapper, Bishop, Druid, Warlock, Arcanist, Battle Mage, Psionicist, Rune Master, Summoner, 

Skill Type - Instant

Action

Character must kill or find a dead Player Character.

Character must have a Knife.

Character must spend 30 seconds 'cutting' into the chest of the opponent.

Character must announce "Sever Stone"

Effect

The Character can Loot an opponent Player Characters Life Stone.

Character can perform Sever Stone once per day.

Details

In these lands that are constantly being drained by the remnants of the Gaia Golem, to be with out a Life Stone exposes that person to the energy hungry magic of the reforming Gaia Golem, and reduces them to little more than the average Peasant.  Fear the person that has learned what exact body parts the Life Stone uses to bond itself to an individual, for with that knowledge, and a sharp knife, that person can leave a victim as helpless as a babe.

Level 2

Character can perform Sever Stone twice per day.

Level 3

 Character can perform Sever Stone three times per day.

 

Summon Elemental

Races restricted - None

Guilds Disallowed - Engineer, Scribe, Barbarian, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Pirate, Thief, Bishop, Shaman, 

Skill Type - Instant

Action

Character must announce their intention to Summon Elemental at the GateHouse.

Character must be wearing clothing coloured appropriately for the chosen Elemental that they wish to summon and must never conceal them.  To cover the coloured clothing by the Characters own choice cancels the spell immediately.

 Colours allowed per Element - Air - Light blue, white and silver.  Earth - Dark brown,  dark green and grey.  Fire - Red, yellow and black.  Water - Dark blue, light green and light brown.

Character must then directly go to the Summoning area of town and wait.

Effect

Character will summon a Level 1 - 3 Elemental for 60 minutes.

The Summoning can be performed 3 times a day.

Details

Mighty is Nature as are her hand chosen defenders, the creatures of the Elemental Planes.  Ranging from huge to monstrous, these creatures made entirely from earth, air, fire or water do not understand concepts like mercy or pity or sorrow, they simply do as commanded, regardless of the consequences!

Level 2

Character will summon a Level 1 - 5, Characters choice,  Elemental for 90 minutes.

The Summoning can be performed 6 times a day.

Level 3

Character will summon a Level 1 - 7, Characters choice,  Elemental for 90 minutes

OR

Character will summon a Level 7 - 9, Characters choice, Elemental for 60 minutes.

The Summoning can be performed 9 times a day.

 

Summon Familiar

Races restricted - None

Guilds Disallowed - Engineer, Scribe, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Thief, 

Skill Type - Instant

Action

Character must have realistic looking stuffed/toy animal of a realistic size to be carried by them comfortably.

Character must chant over the animal for 5 minutes, candles and burning incense are optional.

Character must then touch the animal and announce "I now summon you    ( name of animal )    

to serve me    ( name of Character )     as your lord and master!"

Effect

The animal and the Character now share a bond between them, and as long as the Familiar is in the possession of the Character it will share with its master a telepathic link so that the Character may talk to the animal but only the Character would hear the response telepathically.

At Level 1 the Familiar grants its Master four gifts, they are:

~ Non-Combatants receive +1 Wound Point,  -OR-  Combatants receive +1 Body, +1 Arms, +1 Legs,

~ 1 extra Prayer/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  1 extra Spell/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 300 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 300 or less.

​​

All granted bonuses and any magical effects are lost and cancelled the moment the Familiar leaves the possession of the Character.  If it is dropped or placed out of reach and is not in physical contact with the Character in some way, all its effects and bonuses cease.  They are regained with renewed contact with the Familiar.  The Familiar may not be given to another Player, nor will any of the bonuses apply to any other Player other than the Summoning Character.

The Familiar is immune to damage while on the Characters person.  If taken away from the Character it has 3 Body Hit Points and can be killed, but it must be slain in front of the Character that Summoned it.  At the moment of the Familiars death what ever Hit Point bonus it gave to the summoning Character ( which was lost to the Character as soon as the Familiar left their possession ) is dealt to the Character as Hit Point damage and can kill the summoning Character.  If the summoning Character is unaware of any damage being dealt to the Familiar, they receive no damage themselves, but the Familiar is still dead.

Character can perform the Summoning process 3 times per day.

The Familiar will hold this enchantment for 1 hour.

Details

Familiars could be green alligators or long necked geese, small hump-y back camels or some chimpanzees, or cats or rats a mouse-with-pants but as sure as you're born, a Familiar can't be no unicorn.

Level 2

At Level 2 the Familiar grants its Master:

~ Non-Combatants receive +2 Wound Points,  -OR-  Combatants receive +2 Body, +2 Arms, +2 Legs,

~ 2 extra Prayers/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  2 extra Spells/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 600 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 600 or less.

Character can perform the Summoning process 6 times per day.

Level 3

At Level 3 the Familiar grants its Master:

~ Non-Combatants receive +3 Wound Points,  -OR-  Combatants receive +3 Body, +3 Arms, +3 Legs,

~ 3 extra Prayers/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  3 extra Spells/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 900 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 900 or less.

Character can perform the Summoning process 9 times per day.

~~NOTE~~

The Familiars Mana may not be used in a way in which it is permanently lost.

A Familiar may not know any Skill with 'Create' in it's name.
All Familiars must be registered at GateHouse.

** Summon Famliar Specialization:  'By Whatever Face is Myne' **

If the Character possessing this Specialized Summon Familiar Skill also has the Were-Form Skill, they no longer lose the Familiar when they are in animal shape when the Were Form Skill is active.

~~Beast Masters and Familiars~~

Beast Masters by Guild are the only Folk who can Summon a Familiar, and then attach it to someone else. 

A Beast Master may also ignore durations for their summoned animals.  They can choose to Summon their Familiars at noon, and cage them indefinitely until midnight with no time "counted".  The time starts to run down only when the Familiar is attached to either Character or Target Player.

 ~~~~~~~~

Surefooted

Races restricted - None

Guilds disallowed - None

Skill Type - Instant

Action

Character must be targeted/affected by any unwanted variation of 'Push'.  This includes all Skills, Spells, Prayers and Abilities announced as 'Push', 'Punch for Push', 'Shockwave', 'Trip' or 'T.K. Push'.

Character may announce ''Surefooted".

Effect

Character is unaffected and remains on their feet.

Character can use the effects of Surefooted 3 times per day.

Surefooted can not negate the effects of 'Levitate', 'T.K.Lift', 'Faeries Dance' or the 'Push' effect of Siege Weapons.

Details

Footwork placements, techniques and positioning are often the first things taught young weapon masters.

Level 2

Character can now use Surefooted 6 times a day.

Level 3

Character can now use Surefooted 9 times a day.

 

Symbol of Faith
Races restricted - None
Guilds disallowed - None

Skill Type - Varies with use
Action
Character must have an unique object or item which will be the focus of their "Faith".  The item could be ( but is certainly not limited to ) a sword or weapon, a shield or armour, cloak, hat, belt, feather, banner, etc.  The only rules on the item are that the item must be large enough to be clearly visible from 20 feet away, and the item will be a Lootable item, so if it is the belt you wear to hold your pants up, you better pack a spare!
Character must present the Symbol of Faith clearly to the Target Player to receive any effects listed below.
Character must announce "Symbol of Faith" OR another appropriate phrase related to the item made into a Symbol of Faith.  For example ~ "By the Sword of my Mother", or "Through the light of the knowledge of the Book",  "With the power of my Grey Skulled Fore-Fathers", etc.
Effect
Character is granted one Level 1 use of Excommunicate per day.

Excommunicate ~ Action

Character must hold out / present a symbol of their faith directed at a Target Player within 10 feet playing any Guild off of the Cleric tree.

Character must announce "Excommunicate 30S".

Effect

Target Player may not use any of their Prayers for 30 seconds.

Details

Infinite be the power of fervent, focused faith.

Level 2
Character can now use Excommunicate Level 1 twice a day AND Character is granted two uses per day of Level 1 Moral Boost.

Morale Boost ~ Action
Character must make an inspiring 10 second minimum speech all about a maximum of 3 Target Players.

Target Players must be called by their Characters name at least once during the speech to receive any benefits of Morale Boost.
The speech must last for at least 10 seconds, then Character must announce "Morale Boost 1M".

Effect

Character and all Target Players named receive + 1 Hit Points to the Body, Arms and Legs each.

Effects last for 1 minute.
Level 3
Character can now use Excommunicate Level 1 and Morale Boost Level 1 both for three times per day AND Character is granted Proof to Touch three times per day as well. 
Proof to Touch ~ Action
Character must present openly their Symbol of Faith and make the appropriate announcement adding "Proof to Touch"
Proof to Touch allows the Character to shield themselves in pure Faith and to instantly deny any Skill, Magic, Prayer, Ability,  that requires the casting Player to Touch their intended Target.  This includes (but is not limited to) all Set On Spells, many Spells and Prayers, some Psionics, Possession attempts, forced Teleports or Tree-ports, etc.
Proof to Touch works on the Character only and may not be placed on another.

S
T

Thick Skulled

Races restricted - None

Guilds disallowed - None

Skill Type - Instant

Action

Character must be targeted\affected by any physical touch variation of 'Knock Out'.  This includes higher level weapon skills that require a pommel to the Targets shoulder.

This does NOT include Pressure Point Knock Out or any variation of Sleep.

Character must announce ''Thick Skulled'.

Effect

Character is unaffected and remains conscious.

Character can use the effects of Thick Skulled 3 times per day.

Details

Shea Vaalez, an Orc who was once a champion arena fighter was revered for never being knocked senseless in the pits.  He fell on hard times in his later years, ran afoul of the laws of the land, and was ordered to suffer the executioner's axe.  Rumour is, the headsman needed 3 swings to bring about his Lords law that day, for the first two were ill aimed, and bounced right off the old champion's famously hard head.

Level 2

Character can now use Thick Skulled 6 times a day.

Level 3

Character can now use Thick Skulled 9 times a day.

 

Tongues of Truth 

( Variation of Persuade )

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be holding a Target Player by the wrist and must have eye contact.

Character must stay motionless holding the Targets Players wrist for 10 seconds.

Character can then ask 3 questions of the Targeted Player which the Targeted Player must answer, then declare if the answer was a truth or a lie.

The effects are lost with releasing the Target Players wrist.

Character must announce “Tongues of Truth 3“

Effect

Targeted Player can answer any way they want, but at the end of their answer they must declare whether the answer was the honest truth as the Targeted Player understands it, or if the Targeted Player has lied.

Effects last for 3 questions and/or for a 3 minute duration, then Then Target Player is no longer compelled to say anything more.

Character may use this Skill three times per day.

Details

"Sure'n I'm good an' drunk!"..."Truth.".

"But now, I didn't ta - hiccup - take yer drink!"..."Lie.".

~ A tipsy Orc.

Level 2

Character can then ask 5 questions of the Targeted Player which the Targeted Player must answer.

Level 3

Character can then ask 7 questions of the Targeted Player which the Targeted Player must answer.

~~NOTE~~

A Character with Level 2 Dim Witted may at any time they wish add a third possible response to any question they get, that being "I Don't Know".

 ~~~~~~~~

True Sight

Races restricted - None

Guilds Disallowed - Babarian, MusKeteer, Assassin, Pirate, Pontiff, Shaman, Warlock, Battle Mage, Enchanter, 

Skill Type - Linger

Action

Character must be within visual range of an Astral, Hidden or Invisible Player(s).

Character must announce "True Sight 3M".

Effect

Character can now see the Hidden.

Character must raise one fist above their eyes as if to shield them from the sun.

Effects last 3 minutes.

Character can use True Sight 3 times per day.

Details

All of the elder races had this ability in the ages of the dawn of history, though sadly the eons between us and them has diminished this ability to all but a lucky few.

Level 2

Character can now see the Hidden and the Invisible at the same time.

Character must raise one hand above their eyes as if to shield them from the sun and the hand must be held open and flat on top of the eyes.

Character must announce "True Sight 6M".

Effects last 6 minutes.

Character can use True Sight 6 times per day.

Level 3

Character can now see the Hidden, Invisible and the Astral, all at the same time.

Character must raise one hand below their eyes as if to shield them from the sun if it was reflecting off of a mirrored floor, and the hand must be held open and flat.

Character must announce "True Sight 9M".

Effects last 9 minutes.

Character can use True Sight 9 times per day. 

W

 

Were-Form

Races restricted - Giant, Troll

Guilds Disallowed - Engineer, OverLord, Musketeer, Paladin, Weapons Master, Assassin, Pirate, Bishop, Pontiff, Warlock, 

Skill Type - Instant

Action

Character must possess a cloak and a hood purposefully designed to resemble the were-animal form that the Character is changing into.

Character must kneel / crouch.

Character must then put on and secure the hooded cloak and put on punch gloves if they are not already wearing them.

Character must then howl or roar or make an appropriate sound for their animal chosen, and may stand if they wish.

Effect

Character loses all capabilities of their Character, except for their Primary Skills, Clan Nature and their Weapons and Armour Skills.  

They gain all the capabilities of their chosen Were-Creature at their present Level of Were-Form.

~~NOTE~~

Skills are usually designated to a per day use, while Abilities are a per hour use, and can never be lost to effects like Mind Leech or Confusion.

For example - A Level 2 when going into their Level 1 Were-Form (Skunk) would lose his Novice Skill and all Secondary, Purchased and Learned Skills that his character knows.  They do however retain all Weapon and Armour Skills, all Primary Skills (Were-Form and Grace of the Gods), and the Were-Skunk will still remember friend from foe with Clan Nature (if they have the Skill), but nothing else.  Instead, as long as he is in the shape of his Skunk he would gain and use the Character Sheet of a Level 2 Were-Skunk (see the Monster Manifest for more info), with their added Shaman Primarys, Clan Natures and Weapons and Armour Skills. 

Characters while in Were-Form can not cast any Spells, Psionics, Runes or Circles that their Character knows but their Were-Creature does not possess.  While in Were-Form they can only access the innate magic of the creature that they have chosen.  They CAN however access any Prayer that the Character knows, for the Gods always see our true selves and they are not confused by the body change.

~~~~~~~~

Effects last for 1 hour or until dispelled by the casting Character.

Character can use Were-Form 3 times a day.

Details

In these affected lands of the Gaia Golem, Lycanthropy still exists.  Unfortunately to those with more exotic tastes, only animals native to this region are able to be studied by Shamans.

Level 2

Character can use Were-Form 6 times a day.

Level 3

Character can use Were-Form 9 times a day.

**Were Form Specialization- WereWolf "The Dire Wolf of Ghur Shondel"**

Character can use Were-Form 12 times a day.

Woodland Stride

( Variation of Hidden )

Races restricted - Giant, Troll

Guilds Disallowed -Engineer, Scribe, Mercenary, Musketeer, Paladin, Watchman, Weapons Master, Pirate, Thief, Bishop, Pontiff, Arcanist, Battle Mage, Enchanter, Rune Master, Summoner

Skill Type - Linger

Action

Character must be motionless in a forest or thick underbrush and unnoticed for 10 seconds.

Effect

 Character becomes Hidden for 3 minutes.

Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be in a fist in the air, signaling Hidden

All benefits are lost if the Character leaves the wooded area.

 Character can move but must remain off trail.

Details

 Learn to trust the trees and the bushes to conceal you and master the art of blending with the surroundings.

Level 2

Character becomes Hidden for 6 minutes.

Level 3

Character becomes Hidden for 9 minutes

 

Words of Truth

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be holding a Target Player by the wrist and must have eye contact.

Character must stay motionless holding the Targets Players wrist for the casting time.

Character can then ask questions of the Targeted Player which the Targeted Player must answer.

Character must announce "Words of Truth 3".

Effect

Targeted Player must answer as quickly as possible and must answer three questions absolutely truthfully as the Target Player understands it.

The effects are lost with releasing the Target Players wrist or after 3 questions are answered or 3 minutes have elapsed.

Character can use Words of Truth 3 times a day.

Details

Sharp and unwavering is the stare of the questers for truth.

Level 2

Character must announce "Words of Truth 6".

The effects are lost with releasing the Target Players wrist or after 6 questions are answered or 3 minutes have elapsed.

Character can use Words of Truth 6 times a day.

Level 3

Character must announce "Words of Truth 9".

The effects are lost with releasing the Target Players wrist or after 9 questions are answered or 3 minutes have elapsed.

Character can use Words of Truth 9 times a day.

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