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Non Combatant Skills

 

~ Non Combatant Skills ( and Gold prices ) ~

No other Guild from any other Guild Tree may use their gold to purchase Skills off of this list.

Humans may use their Racial Advantage to buy of this list 

This list and its associated gold prices for Skills is the exclusive advantage of the Non Combatant alone.

Click on the bold, underlined letters to jump straight to where you wish.

AAA ~ Advanced Herbalism 1800,  Advanced Traps 1500,  Apprentice 450,  Astral Form 2700, 

Audio Suggestion 1800, Audio/Visual Suggestion 2700,  

BBB ~ Banish Spirits 2400,  Basic Traps 750,  Basic Herbalism 900, Beguile 1800, Bond Stone 3000, 

CCC ~ Cheat Death 1800,  Clan Nature 150,  Commune with the Dead 1350,  Concealment 1050, 

Create Dispelling Powder 2100, Create Goblin Dust 1200, Create Health Potion 1050, Create Maps 3000,

Create Pain 1650, Create Poison 1200,  Create Resurrection Potion 3150,  Create Revive Potion 2100, 

Create Smoke Powder 1200, Create Truth Serum 1350,  Create Voodoo Doll 2250, Crowd Pump 600

DDD ~ Disarm All 1500,  Disarm Basic 375,  Disarm Advanced 750,  Disarm Master 1125,  

EEE ~ Exorcism 3075,

FFF ~ Fearless 900,  First Aid 600,  Flintlock 3000,  Focus Inner Power 2250,  Forgery 2625,  

GGG ~ Is Merchant code for "Gold, Gold, Gold!", and it has been stolen from this list.

HHH ~ Hide in Shadows 450,  Holy Symbol 900,  Hone Weapon 2250,  

III ~ Incorruptible 750,  Inner Bells 300,  Iron Mind 1650,

JJJ ~ Due to financial constraints, the alphabet has been downsized, and this letter has been cut.

KKK ~ Knockout 750,  

LLL ~ Lay to Rest 3000,  Licence to Kill 750,  

MMM ~ Mentor 450,  Mind Trap Master Illusion 2850,  Morale Boost 2250, 

NNN ~ Necromancy 2700,  Nullify Magic 1500,

OOO ~ Oh No!  Where did all the O's go?

PPP ~ Patience 1350,  Persuade 2100,  Pick Pockets 450,  Premonition 900, Pressure Point Knockout 750, 

Pure Will 1650,  

QQQ ~ We had a problem with Q in negotiating its inclusion on this list, and so it will not appear.  Please ex-Q's us.

RRR ~ Rally 450,  Read/Write Aramaic (Monster Tongue) 1350, Read/Write Black Speech (Monster Tongue) 1650,  

Read/Write Common (Mortal Speech)750,  Read/Write Demogogian (Monster Tongue) 1500,  Read/Write Dwarven (Mortal Speech) 1050,

Read/Write Ancient Dwarf (Monster Tongue) 1500,  Read/Write Elven (Mortal Speech) 1050,  Read/Write Ancient Elf (Monster Tongue) 1500,  Read/Write The Mother Tongue (Monster Tongue) 1350,  Read/Write Fey (Monster Tongue) 1200,  Read/Write Goblin (Mortal Speech)1050,  Read/Write Halfling (Mortal Speech) 1050,  Read/Write Ogre (Mortal Speech) 1050,  Read/Write (Mortal Speech) Orc 1050,  Read Only Circles 1700,  Read Only Symbols 1500,  Read Only Runes 2100,  Repair Armour 450,  Repair Shield  600,  Repair Weapon 750,    Resist Poison 300,

SSS ~ Scent 750,  Scholar 2250,  Scribe Scroll 2250,  Sever Stone 3000,  Sharp Eye 750,  Slap You Silly 1800,  Sneak 900, 

Soothe the Beast 1350,  Strong Blood 600,  Summon Demon-Spawn (Non-Com) 2550,  Summon Devil-Kyn (Non-Com) 2550,  Summon Familiar 2340,  Sure Footed 900,  Symbol of Faith 1575,  

TTT ~ Thick Skulled 750,  Thrill of the Hunt (Non-Com) 900,  Tongues of Truth 900,  True Sight 1950,  

UUU ~ Unclean 1000,  

VVV ~ of course stands for "Va-Va-Vroom!" and all the V's have gotten up and left quickly.  

WWW ~ Woodland Stride 950,  Words of Truth 1500,

XXX, YYY, ZZZ ~ these letters all got upset for always being chose last, and in protest, they left this list.

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 it lasts for 6 minutes (this is the Duration).  They 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


~ Skill Descriptions ~

Advanced Herbalism

Races restricted - Dwarf, Orc, 

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

Skill Type - Instant (though individual Potions 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

​​

Advanced Traps

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Weapon Master, Bishop, Shaman, Arcanist, Psionicist,

Skill Type - Instant

Action

Character may make and use Step-Spike and Step-mine.

Character may place no more than three traps in any 10 foot square area.

Effect

Refer to Traps section in the Weapons and Armour section

Details

The bread and butter of the hunters arsenal.  These traps are effective, reliable and deadly, lets not forget deadly.

Level 2

Character may place no more than six traps in any 10 foot square area.

Level 3

Character may place no more than nine traps in any 10 foot square area.

​​

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.

Audio Suggestion 

( a variation of 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 talking to a Target Player within 5 feet for at least 9 seconds.
Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own, while telling the Target Player what they are now hearing.  Sounds "heard" by Target Player must be short and/or no more than 5 or 6 words in length

After passing the fingers across the eyes and announcing what Target Player hears, Character must announce "Persuade 10S".

Effect

Target Player believes that they have truly heard what ever the Character says they did, and will act accordingly.  
For example - Passing fingers between eyes "Listen!  Your faction leader is calling you! Persuade 10S"

Effects last for 10 seconds.
Audio Suggestion can be used three times a day.

Details
Only believe half of what you see, and none of what you hear...

Level 2

Character may announce "Persuade 20S".

Effects last for 20 seconds.

Audio Suggestion can be used six times a day, and now only has a 6 second talk time.
 Level 3

Character may announce "Persuade 30S".

Effects last for 30 seconds.

Audio Suggestion can be used nine times a day, and now only has a 3 second talk time.

Audio/Visual Suggestion

 ( a variation of 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 talking to a Target Player within 5 feet for at least 9 seconds.
Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own, while telling the Target Player what they are now seeing and hearing.  Visual description must be brief and sounds "heard" by Target Player must be short and/or no more than 5 or 6 words in length.

After passing the fingers across the eyes and announcing what Target Player sees and hears, Character must announce "Persuade 10S".

Effect

Target Player believes that they have truly seen and heard what ever the Character says they did, and will act accordingly.  
For example - Passing fingers between eyes "Over there!  Your Faction Leader calls! 10S"

Effects last for 10 seconds.

Audio/Visual Suggestion can be used three times a day.

Details
Marvel at the power of a well told story

Level 2

Character may announce "Persuade 20S".

Effects last for 20 seconds.

Audio/Visual Suggestion can be used six times a day, and now only has a 6 second talk time.
Level 3

Character may announce "Persuade 30S".

Effects last for 30 seconds.

Audio/Visual Suggestion can be used nine times a day, and now only has a 3 second talk time.

B

 

Banish Spirits

Races restricted - None

Guilds Disallowed - Non Combatant Skill only

Skill Type - Linger

Action
Character must have eye contact with and may choose to point at any Ghost.
Character must be motionless.

Character must announce "Ghost - Banish!".

Effect
Character must now stand motionless in a letter Y shape with their arms extended out to the sides, hands over head level and held as if in a "Stop!" motion.  Lowering an arm to point at a Ghost to recall or remind them that they are Banished is allowed, but then arms must return to a letter Y.

Any Ghost within 25 feet of Character must immediately retreat to be at least 25 feet away from the Banishing Character.
Banished Creatures can not target or effect the Banishing Character in any way and can not even bear to make eye contact with the Banishing Character after they acknowledge the Banish.  They may do as they will to any others around the Banishing Character though as long as they do not move within 25 feet of the Banishing Character to do so.
Banish may be held indefinitely once activated, and it will effect all Ghosts within range, but all Effects are lost instantly with movement or with the lowering of the arms other than to point out at an Effected Ghost.
Banish may be used 1 time a day.

Details

Who ya gonna call?

Level 2

Character can now Banish Ghosts and Faeries, both at the same time, and following all rules as stated above.
Banish may now be used 2 times a day.

Level 3

Character can now Banish Ghosts, Faeries and Wraiths, all at the same time, and following all rules as stated above.
Banish may now be used 3 times a day.

Basic Herbalism

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant (though individual Potions 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
Mystic Might
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

Basic Traps

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character may make and use Trip-Alarm and Trip-Snare.

Character may place no more than three traps in any 10 foot square area.

Effect

Refer to Traps section in the Weapons and Armour section.

Details

A secure camp at the end of the day is something most veterans look forward to.  Cleverly set around your perimeter at night and these traps will give you ample warning of any danger approaching.

Level 2

Character may place no more than six traps in any 10 foot square area.

Level 3

Character may place no more than nine traps in any 10 foot square area.

Beguile

( NOT a variation of Persuade )
Races restricted -  Giant, Troll

Guilds Disallowed - Engineer, Ranger, Thief, Trapper, Pontiff, Arcanist, Battle Mage, Psionicist, Rune Master

Skill Type - Linger

Action

Character must be dancing in front of a Target Player.

Character must hold the target victims gaze for 6 seconds with out that target player ever looking away.

Character may not stop dancing, to do so is to end any effect of this skill.

Character must announce "Beguile 1M".

Effect

Target player is Beguiled and must keep their eyes on the Beguiling Character at all times for the duration, and stay within 5 feet of the Beguiling Character regardless of where they lead them for 60 seconds, or until the Character stops dancing, whichever is first.
Character can Beguile 3 times per day.

Details

Ah, the beauty of the the dance.  Some dancers are so entrancing and graceful you hardly notice your surroundings change from well lit tavern, to dark back alley...

Level 2

Effects last for 2 minutes and Character must announce "Beguile 2M".
Character can Beguile 6 times per day.

Level 3

Effects last for 3 minutes and Character must announce "Beguile 3M".
Character can Beguile 9 times per day.
Gypsies are immune to other Gypsies Beguile, but they are not immune from Beguile from any source other than Gypsy.

Bond Stone
Races Restricted - None
Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant
Action
Character must have a dead Target Player in an unbonded state, or that has already suffered from Sever Stone.
Character must spend at least 30 seconds circling around the dead Target Player, cleaning roughly 3 feet of the ground around them of sticks and debris.  Character will also use this time to find a stone or a pebble within that radius, if no stone can be found the skill use is canceled and the use still counts against the per day use amount.
Character will use white hockey tape to secure the stone to the dead Target Players palm.
Character will close dead Target Players hand over secure stone and envelope the closed hand with their own hands for 10 seconds.
Character must announce "Bond Stone"
Effect
Dead Target Player is still dead, but is now in a bonded state as long as that stone stays upon their person.  After midnight the Target Player can request a normal Life Stone from the GateHouse.
Character can Bond Stone 1 time per day.

Details

Keep yourself well protected against the ever draining hunger of the Gia Golem!
Level 2
Character can now Bond Stone 2 times per day.
Level 3
Character can now Bond Stone 3 times per day.

C

 

Cheat Death

Races restricted - None

Guilds Disallowed - Paladin, Bishop, Psionicist,

Skill Type - Instant

Action

Character has just died/been killed.
There must be no other Players/NPC monsters within 30 feet of dead Character for 1 minute. 

Effect

Character is brought back to life and healed with 1 Hit Point on their Body, Arms and Legs.

This Resurrection in no way repairs any Armour or Equipment.

If Character died with Mana or Slots left in any Pool or Cycle, Character will lose all Mana and Slots with death, and are therefore Resurrected with zero Mana and no available Slot for any Cycle.  Mana and Slots can be regained through the normal ways

Details

Where would we all be without our friends?  A wise, or paranoid person, will find a good friend or two and give them a potion of Resurrection and ask them just to keep an eye out for them.  If fate deals that wise person a fatal blow that day, the friend will come out of the bushes when it is safe enough to do so, and help a buddy out.
Level 2
Character can use this skill twice per day.
Level 3
Character can use this skill three times per day.

~~NOTE~~

Cheat Death, and the Resurrection it grants, are ADDED to the Target Players Gia Burn limit (being 1 Resurrection per Character Level per day), and Cheat Death may even cause the Target Player to suffer the Gia Burn, in the woods, at night, alone.

~~~~~~~~~

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 Spell with no Spell Cycle/Slots needed) known Skills between Clan Members, three times per day.​

Commune with the Dead 

( a variation of Persuade )

Races restricted - None

Guilds Disallowed - Non Combatant Skill only

Skill Type - Linger
Action
Character must make contact/examine a dead Target Player for at least 30 seconds.
Character Must address the dead Target Player in a respectful manner and must also raise one of the corpses limbs as if raising the pumps of a bellows (the squeeze box thing that blows air onto a fire).
Character may ask any question they wish to the dead Target Player.
Character must start to lower the limb as if it is resisting slightly, just like it would if you were pumping air through a bellows, and announce "Commune with the Dead 3".
Effect
The dead Target Player must now answer the question as truthfully as their Character understands it.  This is a variation of Persuade, so anti-Persuade Skills and Dimwit can cancel it if the dead Target Player so chooses.
Character must lower the limb in a "bellows" like manner and within a 2 to 5 second time period.  If the dead Target Player has not finished answering the question yet, the limb must be raised again, the dead Target Player must fall silent as the limb is raised, and the limb must be "re-pumped" to finish the answer.
Character can ask as many questions as they wish, but Character is only allowed to "pump" the limb for answers 3 times per single use of Commune with the Dead.
Character may Commune with the Dead 3 times per day.

Details

Forget the forensics, why not just ask?
Level 2
Character may Commune with the Dead 6 times per day.

Level 3
Character may Commune with the Dead 9 times per day.

Concealment

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have a Lootable pouch on their Lootable area.
Character must announce "Concealment 30M"

Effect

Character may put the pouch or the contents there of in a Non Lootable area, ie. a pocket.  Dead Players must reveal concealed Loot.

Effects last 30 minutes.
Character can Conceal loot 3 times a day.

Details

Tall and loose boots, hidden pockets, drawstrings for money pouches hidden up sleeves; many and varied are the clever ways to make your gold disappear! 

Level 2

Character can Conceal loot 6 times a day.

Level 3

Character can Conceal loot 9 times a day.

Create Dispelling Powder

Races restricted - Goblin, Orc

Guilds Disallowed - Barbarian, Musketeer, Watchman, Weapons Master, Pirate, Thief, Shaman,

Skill Type - Instant

Action

Character must have a vial (empty vitamin/pill bottle) and must fill it with rice.

To use the Powder

Character must throw the rice from the vial and must hit the magically affected target.

The effect to be dispelled must be Spell/Mana base in origin ie. Runes, Circles, Spell magic, and not Prayers.   Prayers are immune to Dispelling Powder.

Character must announce “Dispel”

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

Character can create 3 vials per day

Effect

Target spell is destroyed

Details

The Paladin after great sacrifice fought his way through the evil hordes to the center of the chamber where Broda sat in her summoning circle conjuring forth a demon from the pits.  The paladin reached down to his belt a produce a small vial of powder, given to him by a powerful mage earlier, which he emptied on to the circle, ruining the summoning, saving the day.

Level 2

Character can create 6 vials per day.

Level 3

Character can create 9 vials per day.

~~Special notes on the use of Dispelling Powder~~

Dispelling Powder can be used to cancel magic that is currently effecting a Target Player.

 Example ~

Manfredd the Mage casts an Invisibility Spell and signals that he is Invisible.  If the Manfredd gets hit with dispelling powder then the Spell is cancelled regardless of any remaining duration.  A small list of some other examples of Wizard Spells that would also be affected like this by Dispelling Powder are - Astral Projection, Blind, Confusion, Deflection, Entangle, Fear, Fly, Lantern Light, Mystic Armour, Persuade, Shadow Meld, Tongues of Truth, Weapon of Wizardry, any of the Set On Spells, etc.

In the case of non permanent magical weapons/items made through Spell or Mana based magic, Dispelling Powder cancels any lingering effects of the Spell that made it ( Ensorcel Weapon, the Runik Phrase, etc. ) thereby removing the magic and returning the weapon/item back to its previous non-magical weapon/item form.

  Dispelling Powder is also effective against Spell or Mana based Summoned objects as well.  This includes Familiars, Demon-Spawn and Devil-Kyn (But not Summoned Monsters see below), Mystic Shields, Phylacterys, etc.

Example ~

 Willard the Wizard pays Edvardier the Enchanterer to place a spell of Fly on his cloak.  Gold exchanges hands and Willard walks away one flying cloak the richer.  As soon as he hits the streets outside of the Enchanters shop, Williard decides to test the cloaks new power and activates a use of the spell.  Little did Williard know as he was happily soaring through the streets, that the public use of magic was not allowed in this community, and a member of the Town Guard quickly sprays him with Dispelling Powder. Williard immediately, and rather ungracefully, smashes to the ground, his cloak now just a normal cloak again, his money lost and the Guard awaiting.

With permanent magic weapons/items, Dispelling Powder cancels one use of that item every time it is hit by Dispelling Powder.

~~Dispelling Powder vs. magically Summoned creatures~~

If the creature is a direct result of a Mana based Spell cast upon them, for example Animate and Control the Dead, Peasants Death March, etc. then the Dispelling Powder removes the magic and the creature falls back to the way they were before being magically effected.

If the creature is a magically Summoned Monster through Circle Magic, the magic that has trapped it to the will of the Summoner is not in the creature itself but rather on the scroll that the Summoning Spell was written on and that is what must be Dispelled.  The Summoning Scroll that controls the creature must be Dispelled within 25 feet of the creature it Summoned and the Character doing the Dispelling may wish to point at the creature he is wishing to get rid of.

Any other creature or monster that is not made through Mana based magic is immune to Dispelling Powder.

~~~~~~~~

Create Goblin Dust

( Variation of Blind )
Races restricted - None

Guilds Disallowed - Paladin, Psionicist, Summoner

Skill Type - Instant

Action

Character must have a vial (empty vitamin/pill bottle) and must fill it with rice.

To use the Powder

Character must throw the rice from the vial and must hit the target player.

Character must announce “Blind 10S”.

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

Character can create 3 vials per day

Effect

Target player is blind and should act accordingly for 10 seconds.

Details

Hiding from the bright, stinging sunlight in their damp holes in their dark mountains, the Goblins have had lots of time to perfect the technique of  creating a Powder that blinds.  Crushed rocks, venomous insect juices, dried poisonous plants and only the Goblins know what else, are all combined in this nasty little dust.

Level 2

Character can create 6 vials per day.

Level 3

Character can create 9 vials per day.

Create Health Potion

Races restricted - None

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

Skill Type - Instant
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 Blue 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 Maps 

Races restricted - None

Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant

Action

Character must possess a Read/Write Skill to Create Maps.
Character may approach Gatehouse and announce to the Gatekeeper "Create Maps 1"

All Maps expire by midnight.

Effect

Gatehouse will then produce a pre-stocked treasure chest or other lootable item and give it to the Character.
Chest/item will be tagged to announce "If found return to Gatehouse"
Character can now take the chest/item out into the woods and hide it. 
Character will also make a map to lead to the hidden chest/item.  Character can also make fake maps which do not lead to the object.
Character can now sell the Maps, both real and fake, for any negotiated price they can get.
If the chest/item is found and returned to the Gatehouse, the GateKeeper will ask if the chest/item was found by the use of a map.  If the claiming Player say yes (and hopefully produces the map) an extra 100 gold will be added to the Map making Characters bank account.

Maps may be read by anyone of any Guild.

At Level 1 a Character will receive 1 chest/item per day.
Details
"Maps!  I got yer fresh Maps right here!  Hot off the presses!  Come get yer Maps!" 

Noosie, the Cartographers apprentice.

Level 2
Character will now receive 2 chests/items per day.
Level 3
Character will now receive 3 chests/items per day.

Create Pain 

Races restricted - None

Guilds Disallowed - Beast Master, BlackSmith Charlatan, Healer, Bishop, Druid, Warlock, Engineer, Musketeer, Arcanist, Oracle,

Skill Type - Linger

Action

Character must with both hands grab onto and control any one of a Target Players limbs/digits.

Character must maintain hold of the limb/digit for 10 seconds.

On the tenth second Character must announce "Pain 10S".

Effect
Target player must behave as if their entire body is in great pain.  Target Player receives 1 Hit Point of Damage to the Body and can do nothing but answer the Pain creating Character's questions and be racked with pain until duration ends.

While the duration is still in effect and the limb/digit is still being held, Character may ask Target Player any number of questions that they can fit into that time span, each followed by an announcement of "Words of Truth!"

Target Player, while still maintaining the effects of "Pain", must answer any question asked by the Character within the duration as truthfully as they can.

Character must wait at least 90 seconds before using Create Pain on the same Target Player again.

Effects lasts for 10 seconds.

Character may Create Pain 3 times a day.

Details

"I assure you, this will hurt you alot more than it will me."

Level 2

Character must announce "Pain 20S".

Effects lasts for 20 seconds.
Character must now only wait 60 seconds before using Create Pain on the same Target Player again.

Character may Create Pain 6 times a day.

Level 3

Character must announce "Pain 30S".

Effects lasts for 30 seconds.
Character must now only wait 30 seconds before using Create Pain on the same Target Player again.

Character may Create Pain 9 times a day.

Create Poison

Races restricted - None

Guilds Disallowed - Weapons Master, Rune Master

Skill Type - Instant

Action

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

To use the Powder

Character must pour the salt 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, and must drink the poisoned beverage.

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

Character can create 1 vial per day

Effect

Target player loses 3 Hit Points. 
Effects of poisoning are delayed for 10 seconds after a failed Saving Throw, then the damage 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, damage will have to be healed through normal means.
Poisons last until midnight, then they are rendered useless.
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, 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.

Details

Assassins, got ta love 'em.  As long as they are in plain site and away from your ale, they are fine folk, ... , really.

Level 2

Character can now create Level 2 poison and use it following all the rules above, and can now create 2 vials a day of any variety.
Level 2 poison is no more than 2 ounces of vinegar.
The effects of Level 2 poison, if the save attempt has failed and 10 seconds have passed, is 6 Hit Points damage.

Level 3

Character can now create Level 3 poison and use it following all the rules above, and can now create 3 vials a day of any variety.
Level 3 poison is no more than 2 ounces of hot sauce.
The effects of Level 3 poison, if the save attempt has failed, is instant paralysis of the entire body for 5 minutes.

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 midniht 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 a 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 Smoke Powder

( Variation of Hidden )

Races restricted -  Giant, Troll

Guilds Disallowed - Barbarian, Mercenary, Paladin, Bishop, Druid, Battle Mage, Psionicist, Rune Master, Summoner,

Skill Type - Instant to produce, though it becomes a Linger when used.

Action

Character must throw a handful of baby powder onto the ground in front of them.

Character must announce "Smoke! 3S".

Effect

  Character must flee immediately and is Hidden for 3 seconds.
Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be closed in a fist in the air, signalling Hidden.
Character can create 3 doses per day.

Details

  From the far East came pellets that when smashed upon the ground bellowed and belched forth smoke allowing the Rogue who threw it precious seconds to run away.

Level 2

Character is Hidden for 6 seconds.

Character must announce "Smoke! 6S".
Character can create 6 doses per day.

Level 3

Character is Hidden for 9 seconds.

Character must announce "Smoke! 9S".
Character can create 9 doses per day.

Create Truth Serum

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant to produce, though it becomes a Linger when used.

Action

Character must have a vial (empty vitamin/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.

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

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 to produce, though individual Effects will 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 a NPC of the race that matches the Racial Body Part attached to the Voodoo Doll, eye contact must be made with that NPC and the Voodoo doll must be held out for all to see.

Creating Character must then make proper announcement "(NPC Race) (desired effect) (appropriate time for effect desired)"

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.

 

Disarm All

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must discover any active concealed Trap of any design.

Effect

Character may safely disarm 6 Traps per day.
Details
Mind your step ...
Level 2
Character may safely disarm 9 Traps per day.
Level 3
Character may safely disarm 12 Traps 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.

D
E

 

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 use 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 now Exorcise 6 times a day.

Level 3

The Character can now Exorcise 9 times per day.

F

Fearless

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be effected by any variation of "Fear”.

Effect

Character is immune to Fear.

Character can use this Skill three times per day.

Details

Some reach this level of personal control through hard experience and by having already stared most of the monsters of the realm down the gullet and still they live to tell the tale.  Some are born with such bravado that death, and the fear that precedes it, is unimaginable to them and thus easily ignored.

Level 2

Character can use this Skill six times per day.

Level 3

Character can use this Skill nine times per day.

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.

Flintlock

Races restricted - Giant, Troll

Guilds Disallowed - Witch, Weapons Master, Ranger, Witch Doctor, Psionicist

Skill Type - Instant

Action

Character must have a replica cap gun i.e. percussion cap or those little red caps, and those little red caps, which come in rings typically of 8, must be cut into individual rounds.  All effort must be taken to make it look like a Flintlock pistol, or a Pirates gun.

Character must spend 30 seconds doing nothing else to reload any flintlock.

Character must aim Flintlock at a Target Player.

Target player must be within 25 ft.

Eye contact between the Character and the Target Player must be made.

Character must pull the trigger and the cap must sound, if cap does not sound it was a misfire and that shot is counted as wasted and must be disposed of and the Flintlock must be reloaded following all time penalties.

Effect

The Target player receives 3 Hit Points of damage, but if the Flintlock Firing Player was more than 5 feet away from the Target, the Player taking the 3 Hit Points may choose where the damage goes.  For example a Pirate within 5 feet of a Novice fires successfully the Novice must take the damage to their body and thus they are dead.  If the Pirate was further away, but within the 25 foot range, then the Novice could choose to assign the damage to a Limb, instead of the Body.  These weapons were notoriously unreliable and the aiming of them was more to a general target than a specific area on a target.

Small shields do not deflect Flintlock rounds, Large shields and Towers do.

At Level 1 the Character may have up to 3 Flintlocks in their possession. 

Details

" When ye got a choice mate, why wouldn't ye bring a gun to a knife fight? "

~ Captain Scythe ' Blackbeard ' Teach.

Level 2

At Level 2 the Character may have up to 6 Flintlocks in their possession. 

Level 3

At Level 3 the Character may have up to 9 Flintlocks in their possession.

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 for 10 seconds, then they must announce "Focus Inner Power" and whatever 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.

Forgery
Races restricted - Giant, Troll

Guilds disallowed - Barbarian, Monk, Musketeer, Paladin, Weapon Master, Assassia, 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.

All Forged Magic Scrolls must follow all rules as per the Wizard Skill of Create Magic Potion.

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.

 

Hide in Shadows

( Variation of Hidden )

Races restricted - Giant, Troll

Guilds Disallowed - Paladin, Pontiff,

Skill Type - Linger

Action

Character must not move while hiding.

Character must be hiding in a shadow large enough to cover their entire body.

Character must be motionless and unnoticed for 10 seconds.

Effect

Character becomes unidentifiable from the surrounding shadows.

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.

All benefits are lost with movement or the loss of the shadow, ie a flashlight beamed on the Character cancels the Skill.
Effects last for 3 minutes or until movement.

Details

Diamonds may be a Ladies best friend, but Rogues prefer the shadows.  Learn to cloak yourself in one and they will conceal you from your foe.

Level 2

Effects last for 6 minutes or until movement.

Level 3

Character may choose to hide another Player in the Shadows with them.  Both Character and Target Player must signal that they are hidden by the arm and fist being in the air as described above.

Effects last for 9 minutes or until movement.

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.

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.

Hone Weapon

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have a non enchanted weapon and they must have the proper Weapon Skill for that weapon.  For example, a Character without the Great Flail Skill could not Hone a Great Flail.
Character must spend 1 minute of time "working on and adjusting" the weapon.
Character must announce "Hone Weapon 10M".

Effect

That weapon now acts as an Enchanted Weapon and may be used to strike NPC/Monsters that may only be hit by such.
Character can Hone 3 weapons a day.
Effects last 10 minutes.

Details

"Take it from me laddy, in a fight when the odds are grim, having courage is nice, having allies is better, but nothing is more important than having a good, sharp blade."  

~ Dross the Pikeman, an old travel worn Mercenary.

Level 2

Character can now Hone 6 weapons a day.
Effects last 10 minutes.

Level 3

Character can now Hone 9 weapons a day.
Effects last 10 minutes.

H
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.

Inner Bells

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be affected by a variation of “Sleep ”.

Effect

Character needs only to be asleep for 3 seconds.
Character can use this Skill three times daily, at their choice.

Details

The minds alarm clock.  Every warrior worth their salt has developed one.  They say this Skill is taught through meal times in the barracks where commonly the last people served only gets everyone else's scraps.

Level 2

Character can use this Skill six times per day.

Level 3

Character can use this Skill nine times per day.

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.

​​​

K
L

 

Knock Out

( NOT a variation of Sleep )
Races restricted - Halfling, Goblin, Elf,

Guilds Disallowed - None

Skill Type - Instant

Action

Character must make eye contact with a Target Player.
Character must be wearing Punch gloves.

Character must place their fist upon the head of the Target Player.

Can not be used through helmets.

Character must announce “Knock Out 1M”.

Effect

Target Player is knocked out and must fall to the ground. Target Player can only regain consciousness three different ways ~ with another Player shaking/waking them out of it for a period of no less than 3 seconds, or, they awaken with the first Hit Point of damage received while unconscious, or, they awaken after a maximum of 1 minute has passed, whichever is first.
Skills such as Rally can negate Knock Out as well.

Character can use this Skill 3 times per day.

Details

When in lack of brilliant tactics, or stunning strategy, sometimes brute force applies.

Level 2

Character can use this Skill 6 times per day.

Level 3

Character can use this Skill 9 times per day.​​

 

Lay to Rest

Races restricted - None

Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant

Action

UnDead Target Player(s) must a vial filled with rice.

Character must throw rice from the vial and it must hit an UnDead Target Player.

Character must then hold arm straight out and pointing at the Undead Target Player(s) they wish to Lay to Rest and hand must be flexed upwards as if in a stopping motion, palm facing towards the UnDead Target Player(s).

Character must announce "Rest In Peace".

Effect

The UnDead Target Player now falls to the ground and is 'Dead'.
If the Undead Player had any Resurrection abilities left to them ( for example - 1 or more uses of the Ability Rise ) those uses are STILL available to the UnDead Target Player, Lay to Rest cancels the present 'Life' of the UnDead, but does not negate any lingering Ability, Skill, Magic or Prayer.
Character can create 3 vials of Lay to Rest a day.

Details

Everybody deserves a good rest now and then, especially the UnDead.

Level 2

Character can create 6 vials of Lay to Rest a day.

Level 3

Character can create 9 vials of Lay to Rest a day.

Licence to Kill

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must register with the Regent as an Authorized Agent of Town Justice.

Character may now check the wanted posters located in town for collectible rewards.

Effect

Character is now legally sanctioned to kill the Target Player depicted on the Wanted Poster.  They are exempt from any legal charge of murder or any other charges they may have piled up in the act of 'apprehending' the Target Player.
Character can kill wanted target player at any time, any where, as often as they wish and claim the posted reward multiple times, as long as Target Players Wanted poster is still displayed. 
Character is only authorized to collect on 3 Wanted Target Players a day.

Details

" I think you will find my papers all in order officer, now what's this I heard  about a reward...?".

~ Admiral Caderial Malkovai, Pirate King.
Level 2
Character is now authorized to collect on 6 Wanted Target Players a day.
Level 3
Character is now authorized to collect on 9 Wanted Target Players a day.​​

M

 

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.

~~~~~~~~

 

Mind Trap Master Illusion 

(NOT a variation of Persuade)

Races restricted - Giant, Troll

Guilds Disallowed - This Skill may only be taken by Charlatans, Gypsies, Over Lords and Psionicists.

Skill Type - Instant

Action

Character must be facing towards a Target Player within 5 feet of Target Player, have eye contact and be talking with them for at least 9 seconds.

Character must have a standard sized recipe card with a visual scene described on it.

Character must touch Target Player and announce "Mind Trap Master Illusion 5M"

Effect

Target Player must then read the scene on the card and they will behave accordingly to the scene described as if it is their real world reality.  For example - If a card reads "You are at the bottom of an ocean" Target Player will believe that they are drowning for 5 minutes.  If the card reads "Everything you touch bursts into flames" Target player will react accordingly, trying to pat out the flames they now see everywhere.  Scene described must be brief and of no more than 10 words.

Effects last for 5 minutes.

Mind Trap Master Illusion can be used three times a day,

Details

Sometimes, just sometimes, the differences between well worded text and wizardly chanting become quite blurred indeed.

Level 2

Mind Trap Master Illusion can be used six times a day.

  Level 3

Mind Trap Master Illusion can be used nine times a day.

**NOTE**

This is NOT a version of Persuade and can not be negated by using anti-Persuade Skills.  It is a form of mind control instead, and may be negated through an Exorcism or Revive Magic.

​~~~~~~~~

​​

Morale Boost

Races restricted - Giant, Troll

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

Skill Type - Linger

Action
Character must make an inspiring 10 second minimum speech all about themselves and up to 2 other 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 or more, then Character must announce "Morale Boost 3M"

Effect

Character and all Target Players named receive + 1 Hit Points to all Targetable areas, or 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 5 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 8 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

 

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 uses 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 (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.
UnDead 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.​

P

 

Patience

( Variation of Hidden )

Races restricted - Ogre, Giant, Troll

Guilds Disallowed - Paladin, Pontiff,

Skill Type - Linger

Action

Character must be motionless and unnoticed for 10 seconds.

Effect

Character becomes hidden for 3 minutes.

Character must hold one arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be in a fist in the air.

All benefits are lost with movement and Character does not need to be concealed in a Shadow.

Character can attempt Patience 3 times per day.

Details

Hunters know this skill well.  Stay still long enough and everything kind of forgets that you were there at all.

Level 2

Character becomes hidden for 6 minutes.

Character can attempt Patience 6 times per day.

Level 3

Character becomes hidden for 9 minutes.

Character can attempt Patience 9 times per day.

Persuade

Races restricted - Gi, Tr

Guilds Disallowed - Bar, Mus, Dru, War, Run, Sum

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 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 on a NPC/Monster only, not on a Player Character.
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.

Pick Pockets

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be completely unnoticed by the target player throughout this whole process.

Character must approach a Target Player and place both of their hands on a pouch/stachel worn on/around the Lootable area and wait for 3 seconds.

Character then announces "Pick Pockets 10S".

Effect

The Character receives the contents of the pouch unless it contains XC which is not 'pick-able' from a pocket.  In that case the Character receives nothing, treat the pouch as empty.

The Character using the skill Pick Pocket then is allowed the announced 10 seconds after being given the pouch to flee for free before the target player is allowed to notice anything.  What they do notice after the 10 seconds will not be the Thief who has taken the pouch, but rather in 10 seconds they realize the pouch is gone, with no idea of who took it or when.

Character can attempt 3 Pick Pockets a day.

Details

A skilled yet unscrupulous person who is light on their feet and nimble of fingers, could make a small fortune in a crowded market place.

Level 2

Character must announce "Pick Pocket 20S" and receives a mandatory 20 seconds to flee.

Character can attempt 6 Pick Pockets a day.

Level 3

Character must announce "Pick Pocket 30S" and receives a mandatory 30 seconds to flee.

Character can attempt 9 Pick Pockets 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.

Pressure Point Knock Out

( NOT a variation of Sleep )

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be undetected by target player, if Character is detected Pressure Point Knock Out has no effect at all.

Character must pinch target player upon the upper shoulder.

Can not be used through Armour.

Character must announce “Knock Out 1M”.

Effect

Target Player is knocked out and must fall to the ground. Target Player can only regain consciousness two ways ~ they awaken with the first Hit Point of damage received while unconscious, or, they awaken after a maximum of 1 minute has passed, whichever is first.

Skills such as Rally can negate Knock Out as well.

Character can use this Skill 3 times per day.

Details

If anyone doubts the effectiveness of this technique, they are out of their Vulcan minds.

Level 2

Character can use this Skill 6 times per day.

Level 3

Character can use this Skill 9 times per day.

​​

Pure Will

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant (though individual Effects may vary)

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"**

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" (seconds).

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 50 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 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)

R
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 with Blue borders 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 with Grey borders 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 Only Circles
Races Restricted - None
Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant
~~Note~~
This Skill does not allow the Character to create a magic circle, it is for understanding the basic uses and purposes (game effect) of individual Circles that other Players have already created.
~~~~~~~~~

Circles Better.png

​​​​​​​​​​​​​​​​​​​​​Action
Character now recognises a proper Protection Circle from a fake, which is any magic Circle with two long Green lines forming an X over a completed Black circle.
Effects
Character can read and recognise the Circle written, and will know it is actually a magic Circle and that it is used for Protection purposes.  To understand the Circle further, a Character would also have to be able to understand the Symbols used in the Circle.  If the Character has the ability to do both, they may ask Gatehouse or the Marshall for the full game effect of the Circle. 
Any Summoning or Power Circle is not understood by the Character at all.
Level 2
Character can now also recognise a proper Summoning Circle, which is any magic Circle with two long Silver lines forming an X over an incomplete Blue circle.
Level 3
Character can now also recognise a proper Power Circle, which is any magic Circle with two long Blue lines forming an X over a completed Gold circle.

Read Only Magic Symbols
Races Restricted - None
Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant
~~Note~~
This Skill does not allow the Character to create magic Symbols, it is for understanding the basic uses and purposes (game effect) of individual Symbols that other Players have already created.
~~~~~~~~

Master Magic Circle Symbols.jpg

​​​​​​​​​​​​​​​Action
Character must be attempting to recognise proper Magic Symbols, which are shown above.
Effects
Character now recognises all Magic Symbols dealing with the Level of the Magic, and will be able to identify if it is a powerful potion/scroll (Level 3) or a regular variety (Level 1 Potion/Scroll)
Character now understands all Elemental Symbols as well.
Level 2
Character now also recognises all Symbols of The Beings and all Symbols of Conditions as well.
Level 3
Character now recognises all the Symbols of Magic.

Read Only Runes
Races Restricted - None
Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant
~~Note~~
This Skill does not allow the Character to create Runes, it is for understanding the basic uses and purposes (game effect) of individual Runes that other Players have already created.
~~~~~~~~

Runes.jpg

​​Action
Character must be attempting to recognise a proper Rune or Runik Phrase, which are shown above.
Effects

Character can recognise and read 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 recognise all Trigger Runes.

Level 3

Character can recognise all Runes of power.​

Repair Armour

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Target  Players armour must have less then full Armour Points.

Character must have white hockey tape and they must make an X with the tape on the target players damaged

Character must spend at least one minute for each X, or use of the Skill, and they must draw a makers mark on the white tape.

This Skill can be used by the Character on their own armour but it must be removed first, on other players the Character can repair it as they wear it.

Character may only use this skill 3 times per day.

Effect

Character has Repaired the Armour completely and has restored the armour's Hit Points in full.

Details

Snapped leather straps.  Blown buckles.  Wrenched rivets.  No problems, just give them a minute, and they will help spare your life.

Level 2

Character may use this skill 6 times per day.

Level 3
Character may use this skill 9 times per day.

** Repair Armour Specialization:  Auroras Star Forge **

Character may use the Effects of Repair Armour Level 3 Effects 9 times per day.

Additionally, Character may use the Effects of Auroras Star Forge three times per day.

Character may enhance the Armour upon the Star Forge, which allows for the wearer of the Armour to negate any physical blow which would normally damage the Armour.  This includes all physical 'hits' ranging from a normal weapon strike, to Heart Rip and Impale.

Wearer of the Armour is allowed three physical Negates per use of Auroras Star Forge, and these uses linger until Midnight, unless used normally or the Armour is reduced to Zero Armour Points.  To replenish these charges a new application of Auroras Star Forge must be used.

If the Armour has been reduced to 0 Hit Points in any Targetable Area (NOT the wearer, but the armour itself) the Negates are lost in that area.
Example~ 

Bob the Barbarian had his full suit (Body, Arms and Legs) of Level 3 Medium Armour (which adds 2 Armour Points to any Targetable Area covered) repaired with Auroras Star Forge.  Later, in an ambush, Bob takes an arrow to his armoured leg, and Bob does not Negate the 'hit' for he has other more pressing matters on his mind (like staying alive!).  The arrow does 2 Hit Points to Medium Armour, which reduces the Armour on that Leg to zero Armour Points.  Later in the fight, a dastardly Rogue lands a "Hamstring!" (a 3 Hit Point leg strike) on that same leg with the arrow damaged Armour.  Because the Armour on that Targetable Area has been reduced to zero, this blow may not be Negated.  Sorry Bob.

Repair Shield

Races restricted - None

Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant

Action

Target  Players Shield must have previously been broken.

Character must have white hockey tape and they must make an X with the tape on the target players broken Shield, and they must draw a makers mark on the white tape.

Character must spend at least one minute for each X, or use of the Skill.

This Skill can be used by the Character on their own Shield but it must be removed first, on other players the Character can repair it as they wear it.

Character may only use this skill 3 times per day.

Effect

Character has repaired the Shield completely.

Details

Weathered leather, no good wood, trashed brass, this will clear up that old heater shield just fine.

Level 2

Character may use this skill 6 times per day.

Level 3
Character may use this skill 9 times per day.

Repair Weapon

Races restricted - None

Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant

Action

Target  Players Weapon must have previously been broken.

Character must have white hockey tape and they must make an X with the tape on the target players broken Weapon, and they must draw a makers mark on the white tape.

Character must spend at least one minute for each X, or use of the Skill.

This Skill can be used by the Character on their own Weapon but it must be removed first, on other players the Character can repair it as they wear it.

Character may only use this skill 3 times per day.

Effect

Character has repaired the Weapon completely.

Details

"Do it!  Reforge the sword!"

~ Are-ya-gone, a Human Ranger, to an Elven Lord.

Level 2

Character may use this skill 6 times per day.

Level 3
Character may use this skill 9 times per day.

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.

 

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 Hidden Target Players.

Character cannot locate where the 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), Dwarf (Grey), Elf (Blue), Goblin (Green), Halfling (Grey with Blue borders), Ogre (Brown) or Orc (Brown with Black border)
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

I 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.

Scribe Scroll 

Races restricted - Giant, Troll

Guilds Disallowed - None, but Target Player must have either a Prayer Cycle or Spell Cycle. 

Skill Type - Instant (though the Scrolls Effects may vary)

Rules

Scribe Scroll allows for a Character without any Magic Cycle, to create a Magic or a Holy Scroll.

What the Scribing Character does need is~

Knowledge of all Symbols used, by possessing an advanced enough Level of Read/Write Symbols.

Contact with a voluntary Target Player throughout entirety of the creation process. 

Target Player must  possesses a Magic Cycle (a Spell Cycle or Prayer Cycle), sufficient Slots (Spell Slots or Prayer Slots) and the Magic (the individual Spell or Prayer) that the Scribing Character wishes to make into a Scroll.

~~~~~~~~

All scrolls must only be written on MMA Scroll Parchment, and on nothing else.  If a scroll is prepared on any other paper, fabric, etc. it breaks the rules, is rendered inert, and can not be used.  Scrolls must be written in the proper colour for the type of magic (Black for Clerical Prayers, Green for Nature Prayers and Blue for Wizard Spells) on the inside and outside, but do not require a base colour (as do potions) to write the symbols upon.  The magic symbol phrase must be drawn on the face of the unrolled scroll as large as the scroll allows, then the scroll must be rolled up and secured (tied or taped shut) then the magic symbol phrase must be drawn on the outside of the rolled up scroll as well, so that it does not need to be opened to know what it does.  All Scrolls Effects happen immediately upon reading, but they may be delayed for up to 30 seconds, the same as Spell Retention Time.  If the magic of the scroll is not used in those 30 seconds, the magic dissipates and fades and may not be called upon, effectively "wasting" the scroll to no effect.

Prayer casting Target Player must sacrifice enough Prayer Slots out of their Prayer Cycle to cast the Prayer they wish to Scribe, plus one Prayer Slot more per Level desired of the Prayer involved.

A Spell casting Target Player must sacrifice enough Spell Slots out of their Spell Cycle to cast the Spell they wish to Scribe, plus one Spell more per Level desired of the Spell invovled. 

All scrolls expire by midnight.

Action

Character must have MMA scroll parchment, and a appropriate Target Player.

Target Player must know the Prayer or Spell they wish to make into a Scroll, and they must have enough Prayer Slots or Spell Slots in their Cycle to cast their magic plus one extra per Level of Magic used.

Target Player must maintain contact with the Scribe (hand on shoulder) for the duration of the Scroll creation, and the Target Player will spend the Slots out of their Cycle with the completion of the last symbol upon the Scroll.

Effect

Character must announce "Create Magic Scroll of ____" (if Spell Magic was used), or "Create Holy Scroll of ____" (if Prayer Magic was used) with the blank space being for the name of the Magic used.

Creates a readable only scroll containing one of the Target Players known Prayers or Spells.

A Scroll can be read at any time by anybody and the magic takes its effect with no Prayer or Spell Cycle cost to reading Player.  The Scrolls magic allows for it to be read by anyone, regardless of Read/Write Skills,  and of any Guild, except for Dimwits.

All Scrolls have a 30 second Scroll Retention time after opening/reading to use the effects provided by the Scroll, and then the benefits of the Scroll are lost.

At Level 1 a Character can Scribe 3 Scrolls per day.

Details

When it comes to magic scrolls, the pen kicks the tar feathers out of a sword.

Level 2

The Character can now Scribe 6 Scrolls per day.

Level 3

The Character can now Scribe 9 Scrolls per day.

Example-

A Scribe with Lv2 Read/Write Magic Symbols is hired by a powerful Bishop to produce a Level 3 Holy Scroll of Winds of Confusion.

The Scribe checks and confirms he does indeed know all of the Magic Symbols to make the necessary Magic Phrase (those being Air, Confusion, Negate and Mystic Knowledge).

The Bishop knows the Prayer Winds of Confusion at a Lv3 strength, and she has 24 Prayers in her Prayer Cycle.
The Bishop lays a hand on the Scribes shoulder and keeps it there for the entirety of the creation process.  

The Scribe starts to daw out the runes needed, in the proper colour desiginated by the type of Magic being used, on proper Scroll material (see rules in the Enchantment section).

At the completion of the 6th and final Magic Symbol the Scribe must announce "Create Holy Scroll of Winds of Confusion", and has spent one of his uses for Scribe Scroll for the day.

The Bishop at the completion of the Scroll making will have to spend 5 Prayer Slots out of her Prayer Cycle (2 for Winds of Confusion Prayer itself, and 3 more for the Level 3 of the Prayers strength). 

​​

Sever Stone

Races restricted - None

Guilds Disallowed - Engineer, Barbarian, Mercenary, Musketeer,WatchMan, Gypsy, Pirate, Ranger, Trapper, Bishop, Druid, Warlock, Arcanist, Batttle 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 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.

​​

Sharp Eye

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be looking around his surrounding and immobile for 10 seconds.

Character must announce "Sharp Eye 1M"

Effect

Character must signal that they can See the Hidden place placing their closed fist above their eyes, as if they were trying to shield their eyes from the sun.

 Character can see the hidden for 1 minute or until they move from their stationary position, whichever is first.

Character can use this skill 3 times per day.

Details

Few things can move or crawl in the woods without being seen by an experienced eye trained to notice the smallest bent blade of grass or the tiniest bent twig.

Level 2

Character can See the Invisible as well, and must signal by placing an open hand above their eyes as if trying to shield them from the sun.

 Character can See the Hidden and/or Invisible for 1 minute or until they move from their stationary position, whichever is first.

Character can use this skill 6 times per day.

Level 3

Character can by touch allow a Target Player to receive the benefits of Sharp Eye as well.

Character can use this skill 9 times per day.

Slap You Silly

Races restricted - None

Guilds Disallowed - Non Combatant Skill only

Skill Type - Instant

Action
Character must have been just insulted, aggravated or offended in some way by a Target Player.
Character must raise a hand across their body and present the back side of the hand at face level to offending Target Player and Character must have eye contact.
Character must make an announcement that the offending Target Player should desist their offending ways, and this announcement must contain the word "Slap".  Some examples of this are "I will slap the teeth right out of your smile." or "I will slap the brows right off your eyes." etc.
Target Player MUST now re-offend.
Effect
Character can raise up other hand and make a back handed slapping motion bringing both their hands together to make a sound.
Character can announce "Confusion 10S"
Offending Target Player can now use no skills, Spells, or Prayers and may only defend themselves as if they have legitimately been "slapped silly".
Effects last for 10 seconds.

Character can Slap You Silly 3 times per day.

Details

Well, you were warned, weren't you?
Level 2
Character can now announce "Confusion 20S".
Effects now last for 20 seconds.
Character can now Slap You Silly 6 times per day.
Level 3
Character can now announce "Confusion 30S".
Effects now last for 30 seconds.
Character can now Slap You Silly 9 times per day.

Sneak

( Variation of Hidden )
Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be hiding in a shadow large enough to cover their entire body.

Character must be motionless and unnoticed for 10 seconds.

Effect

Character becomes undetectable from their surroundings.

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

All benefits are lost with the loss of the shadow, for example, a flashlight beamed on the Character cancels the Skill.  

Character can move as long as they are always in the shadows, as soon as Characters own shadow can be seen, in whole or in part, the Skill is canceled.
Effects last for 3 minutes.
Character can Sneak 3 times per day.

Details

Training methods such as completely dark rooms filled with obstacles, walking across rice paper with out tearing it, breathing control techniques, will build this Characters confidence in the dark.

Level 2

Effects last for 6 minutes.
Character can Sneak 6 times per day.

Level 3

Character may choose to hide another Player in the Shadows with them.  In this case they both must have 1 hand in the air signaling Hidden, and must both remain in shadows.
Effects last for 9 minutes.
Character can Sneak 9 times per day.

Soothe the Beast

Races restricted - Giant, Troll

Guilds Disallowed - Non-Combatant Skill only.

Skill Type - Instant

Action
Character must have eye contact and throw rice at a Target Player currently in a Were-Form.

Character must announce “Soothe the Beast! ”

Effect

The Target Players use of Were-Form is instantly negated, and the Target Player must immediately drop to the ground and remove all of their Were-Form garb.
Character can Soothe the Beast once per day.

Details

"Shhh!  Easy now fella, easy ... there ya go... good little beastie." 

~ Netius Ahllof'em, Beast Master.

Level 2

Character can Soothe the Beast twice per day.

Level 3

Character can Soothe the Beast three times per day.
~~Special notes on Soothing the Beast and Full Moons~~

If a Were-Creature is "Soothed" under a full moon, they must drop to the ground, remove all of their Were-costume, wait 3 seconds, then they must put all of the Were-costume immediately back on again, as the full moon overrides the soothing.  This does not cost the Were Target Player a use of their "go back to normal" if they put the Were-costume back on immediately.  Choosing to stay "soothed" would cost the Were-Target Player 1 use of their full moon reversed Were-Form Skill.

​​

Strong Blood

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be effected by Poison or a Potion that the Character wishes not to be affected by.

Character must announce "Strong Blood".

Effect

Character self dispel the negative effects of the Poison/Potion.

Character may use this skill 3 times per day.

Details

Some Guild members become so engrossed in their work that they hardly notice the passage of time.  Thus over the long course of their studies they fail to notice that the wine in front of them has spoiled and the food has turned bad before they remember to eat!  Thus over time their stomachs have adapted to handle whatever it gets when it can get it.

Level 2

Character may use this skill 6 times per day.

Level 3

Character may use this skill 9 times per day.

Summon Demon-Spawn (Non-Combatants version)

Races restricted - None

Guilds Disallowed - Druid, Healer, Spiritualist, Warlock, 

Skill Type - Instant

Action

Character must first retrieve and register a Demon Spawn Familiar with GateHouse.
Character may then go anywhere they wish and perform whatever 5 minute 'ritual' they want.  This may include clearing a patch of ground so that scribbles may be scrawled with finger or stick, decorative feathers, leaves, ceremonial belongings / artifacts, etc ....  However the ritual is performed. it must take a full 5 minutes of uninterrupted concentration and activity.  If the ritual is disturbed, the Character may try again from scratch.  Only the actual summoned beasts count as a Use of this Skill, not how many attempts it took a Character to do so.

After the 5M ritual is performed, "Summon Demon-Spawn 1H".

Effect

Character has Summoned a Level 1 - 3 Demon-Spawn.

The Demon-Spawn is now Summoned and must remain on the Character that Summoned it.  Beast Masters may 'attach' this to a Target Player just as they do Animal Familiars.
Demon-Spawn follow all the same rules as Familiars, with the exception of the Skill and Magic choices.  They are what they are, and can not be altered. HP bonuses are still granted, and Demon -Spawn will provide 3 extra Spell Slots (no Prayer Slots!), per Level of the Skill, to the Character/Player.  Their individual capabilities can be found in the Monster Manual.
After the 1 hour duration, the Demon-Spawn starts to warm and steam with a thick noxious smoke.  Within about a minute, the steaming stops and the creature is reduced to a valueless soupy, mushy glop of thick, dark liquid.
Effects last 1 hour.

Summon Demon-Spawn may be used once per day.
Details

Demon-Spawn are larvae like slugs which one day may, if they are wicked enough, will shed their soft bloated bodies for the form of a true terrorising Demon.  Evil comes with the gifts it bestows...

Level 2

Character has Summoned a Level 1 - 6 Demon-Spawn.

Effects last 2 hours.

Summon Demon-Spawn may be used twice per day.

Level 3

Character has Summoned a Level 1 -9 Demon-Spawn.

Effects last 3 hours.

Summon Demon-Spawn may be used three times per day.

Summon Devil-Kyn (Non-Combatants version)

Races restricted - None

Guilds Disallowed - Druid, Healer, Spiritualist, Warlock, 

Skill Type - Instant

Action

Character must first retrieve and register a Devil-Kyn Familiar with GateHouse.
Character may then go anywhere they wish and perform whatever 5 minute 'ritual' they want.  This may include clearing a patch of ground so that scribbles may be scrawled with finger or stick, decorative feathers, leaves, ceremonial belongings / artifacts, etc ....  However the ritual is performed. it must take a full 5 minutes of uninterrupted concentration and activity.  Only the actual summoned beasts count as a Use of this Skill, not how many attempts it took a Character to do so.

After the 5M ritual is performed, "Summon Devil-Kyn 1H".

Effect

Character has Summoned a Level 1 - 3 Devil-Kyn.

The Devil-Kyn is now Summoned and must remain on the Character that Summoned it.  Beast Masters may 'attach' this to a Target Player just as they do Animal Familiars.
Devil-Kyn follow all the same rules as Familiars, with the exception of the Skill and Magic choices.  They are what they are, and can not be altered. HP bonuses are still granted, and Devil-Kyn will provide 3 extra Prayer Slots (no Spell Slots!), per Level of the Skill, to the Character/Player.  Their individual capabilities can be found in the Monster Manual.

After the 1 hour duration, the Devil-Kyn starts to desiccate, growing warm to the touch, and losing all water.  Within about a minute, it is a foul smelling dried husk that easily cracks and ashes into the breeze.
Effects last 1 hour.

Summon Devil-Kyn may be used once per day.
Details

Devil-Kyn are a subservient, sentient race that have given themselves over to Devil kind and worship them as deities.  They will share all they know with their masters willingly and eagerly assist them in their dark goals.

Level 2

Character has Summoned a Level 1 - 6 Devil-Kyn.

Effects last 2 hours.

Summon Devil-Kyn may be used twice per day.

Level 3

Character has Summoned a Level 1 - 9 Devil-Kyn.

Effects last 3 hours.

Summon Devil-Kyn may be used three times per 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
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".

Excommunicate ~ 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 "

Morale Boost ~ 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 ~ Effect
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 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.

Thrill of the Hunt (Non-Combatant Version)

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must register a name of a PC/NPC that they are declaring a hunt upon with Gate House. 
Character then has 1 hour to find Target Player and position themselves a minimum 25 feet away from named Target.
Character must announce "Thrill of the Hunt 3M"
Character then has 3 minutes to hunt down (alone or with hired goons) the named Target and 'collect' the named Targets Lootable Body Part.  That body part must be presented to Gate House within the 1 hour time limit.

Effect

Character will be rewarded with 100 Gold.
Character can use this skill once per day.

Details

In some instances, it is considered proper sportsmanlike behaviour to allow your prey to run first.

Level 2
Character must announce "Thrill of the Hunt 6M"

Character will be rewarded with 200 Gold.
Character can use this skill twice per day.

Level 3
Character must announce "Thrill of the Hunt 9M"

Character will be rewarded with 300 Gold.

Character can use this skill three times per 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 - Barbarian, 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 gift 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.

U

 

Unclean

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant (though individual Effects may vary)

~~Note~~

The reason why Unclean is on the Non Combatants List, and no other Guild Skill list, is because Non Combatants represent our traveling and working professionals.  Thus, to keep their enterprises afloat, they must travel some what.  Who know what gifts and baubles one may pick up along the way, am I right? 

~~~~~~~~

Action

Character must wear one yellow glove or a large yellow wrap/bandage on their left hand.

Character must possess a 1/2 ounce (or so) of shaved yellow sidewalk chalk in a tissue paper enclosed ball roughly just a bit smaller than a ping pong ball.
Character must touch the Target Player and break open the tissue/chalk ball upon them.
Character must announce "Unclean Midnight"

Effect

Target Player is now infected with Level 1 Plague: Yellow Fever, and must leave the yellow chalk upon them and may not wash it off until cured or midnight, whichever comes first.
When ever the Target Player is within 25 feet of originating Unclean Character, and if the Character wishes, they can call upon the effects of the Plague, until Target Player is cured or midnight that day.
Effects of Level 1 Plague: Yellow Fever are exactly identical to the Wizard Spell of Confusion with no (0) Mana cost and at double the effects time ( 20S at Lv1, 30S at Lv2, 40S at Lv3 ).
Character may infect up to 3 Target Players per day, and may invoke the effects against each one of those Target Players up to 3 times per day.

Details

War, the gods, and the Plague.  These three have the power not only to exterminate entire cities, but to remove them from all memory as well, so complete is the devastation. 

Level 2
Level 1 Plague: Yellow Fever may infect up to 6 Target Players per day, and Character may invoke the effects against each one of those Target Players up to 3 times per day.
Level 2 Plague: Orange Hobbler.
Follow all steps as above for the shaved side walk chalk ball, but this time the colour is Orange.
Character must have an Orange glove or a large orange wrap/bandage on their right hand.
Character must still spread the Plague by touch and the ball must break/smear on Target Player.
Target Player is now infected with Level 1 Plague: Orange Hobbler, and must leave the orange chalk upon them and may not wash it off until cured or midnight, whichever comes first.
When ever the Target Player is within 25 feet of originating Unclean Character, and if the Character wishes, they can call upon the effects of the Plague, until Target Player is cured or midnight that day.
Effects of Level 2 Plague: Orange Hobbler are exactly identical to the Wizard Spell of Paralyse Limbs with no (0) Mana cost and at triple the effects time
( 45S at Lv2, 60S or 1M at Lv3 ).
Character may infect up to 3 Target Players per day, and may invoke the effects against each one of those Target Players up to 3 times per day.

Level 3

Level 1 Plague: Yellow Fever may infect up to 9 Target Players per day, and Character may invoke the effects against each one of those Target Players up to 3 times per day.

Level 1 Plague: Yellow Fever may infect up to 6 Target Players per day, and Character may invoke the effects against each one of those Target Players up to 3 times per day.
Level 3 Plague: Red Death.
Follow all steps as above for the shaved side walk chalk ball, but this time the colour is Red.
Character must have large red wraps/bandages on their palms/back of hands and wrists.
Character must still spread the Plague by touch and the ball must break/smear on Target Player.
Target Player is now infected with Level 3 Plague: Red Death, and must leave the red chalk upon them and may not wash it off until cured or midnight, whichever comes first.
When ever the Target Player is within 25 feet of originating Unclean Character, and if the Character wishes, they can call upon the effects of the Plague, until Target Player is cured or midnight that day.
Effects of Level 3 Plague: Red Death are exactly identical to the Wizard Spell of Set On Drown (Phlegm and mucus start to drown the lungs) with no (0) Mana cost and following all regular rules for Set On Drown.
~~ NOTE ~~
The cure for a Target Player (never the Unclean themselves for the are beyond cure) is ~
1) The Target Player must have full Hit Points on every targetable area, and must then be the recipient of any variation of Revive of any Level.
2) The Target Player is dead, they must be the recipient of any variation of Revive of any Level, BEFORE they are Resurrected.  If the Target Player is Resurrected/comes back to life with out the Revive being used first, then they will still have the Plague, and may now try solution #1.
Skills like Rise and Cheat Death may seriously hinder the dead Target Player from finding a cure.
3) The Gia Heart.  The first 10 seconds touching the Gia Heart will cure any Plague before any resurrection or healing magic occurs.
4) Any Target Player with Grace of the Gods will automatically ressurect free from the Plague, with no variation of Revive required.
4) All Plagues expire at midnight, though they never expire for the Unclean Character themselves.

​​~~~~~~~~​​

W

 

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 anywhere they wish.

Character can use Woodland Stride three times per day.

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.

Character can use Woodland Stride six times per day.

Level 3

Character becomes Hidden for 9 minutes.

Character can use Woodland Stride nine times per day.

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 may use this Spell on 2 Target Players per 1 casting.

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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