

Wizard Skills
Wizard Skills
When a Guild from the Wizard tree buys any Skill from the Wizard Skill List, they buy it for listed price. Buying from the Rogues list will cost 50% more than the listed price. Buying from the Cleric or Warrior Lists will cost 100% more than the listed price.
Click on the bold underlined letters to jump to that spot.
AAA ~ Advanced Alchemy 600, Apprentice 150, Astral Form 1000, Audio Suggestion 600,
Audio/Visual Suggestion 900,
BBB ~ Backstab 1000, Basic Herbalism 350, Basic Alchemy 300,
CCC ~ Chant 300, Circle of Power 300, Clan Nature 50, Create Acid 800, Create Black Powder 850,
Create Dispelling Powder 700, Create Fire Dust 1000, Create Goblin Dust 400,
Create Magic Potions 1000, Create Magic Scroll 500, Create Wizards Fetish 600,
DDD ~ Disarm Basic Traps 165, Disarm Advanced Traps 310, Dominate 800,
EEE ~ Enchant Object 700,
FFF ~ Fearless 300, First Aid 300, Forgery 925,
GGG ~ Greater Circle of Power 400,
HHH,~ Hokus Pokus! All the H's have disappeared!
III ~ Iron Mind 550, Incorruptible 300
JJJ, KKK, LLL ~ all have been turned into rabbits, and are no longer on this list
MMM ~ Master Alchemy 900 , Meditate Mana 420, Meditate Psionics 300, Meditate Spells 300,
Mentor 150, Mind Trap Illusion 1050,
NNN ~ Necromancy 900, Nullify Magic 650,
OOO ~ is, of course, a scary ghost sound, and therefore has been left off this list
PPP ~ Patience 450, Persuade 700, Possess 1100, Pure Will 550,
QQQ ~ is still studying at the Wizards Academy and can not make it to this list
RRR ~ Read/Write Aramaic (Monster Tongue) 450, Read/Write Black Speech (Monster Tongue) 550, Read/Write Common (Mortal Speech) 250,
Read/Write Demogogian (Monster Tongue) 500, Read/Write Dwarven (Mortal Speech) 350, Read/Write Ancient Dwarf (Monster Tongue) 500
Read/Write Elven (Mortal Speech) 350, Read/Write Ancient Elf (Monster Tongue) 500, Read/Write The Mother Tongue (Monster Tongue) 450, Read/Write Fey (Monster Tongue) 400, Read/Write Goblin (Mortal Speech) 350, Read/Write (Mortal Speech) Halfling 350,
Read/Write Ogre (Mortal Speech) 350, Read/Write Orc (Mortal Speech) 350,
Read/Write Circles 600, Read/Write Magic Symbols 500, Read/Write Runes 700,
SSS ~ Sacrifice 600, Scholar 750, Sever Stone 1200, Strong Blood 200, Summon Familiar 660,
Summon Demon-Spawn 850, Summon Devil-Kyn 850, Surefooted 300, Symbol of Faith 525,
TTT ~ Thick Skulled 250, Tongues of Truth 300, True Sight 750,
UUU, VVV, WWW, XXX, YYY, ZZZ ~ have all left to go research a Spell of Inclusion
A Definition of Skills and Magic
In The Mixed Medieval Arts we have three main ways of producing certain actions, or Effects, upon the people or situations around us. Those are Skills, Faith based Magic, and Mana based Magic.
Skills are Actions and techniques that the Character has learned, practiced and which produce an in game Effect. Skill uses are typically limited to how many times per day that particular Skill may be used/utilised.
Faith based Magic would be any Effect that originates from a Cleric, Nature or Warlock Prayer. All 3 of these are fueled by Faith, through a Prayer Cycle.
Mana based Magic would be any Effect that originates from any Spell, Psionic, Circle or Rune. All 4 of these are fueled by Mana through a Mana Pool, or through a Spell Cycle or Psionic Cycle.
Instant vs Lingering Skills or Magic
All Skills and Magic, regardless of it's source, are either
Instant
If you are the Casting Character of the Skill or Magic -
Instant Skills or Magic are when the results, or the Effects, of the Skill or Magic happens immediately, and DOES NOT leave any lasting Effects upon the casting Character.
An example of this would be FireBall, where after it is made and thrown, the Casting Character has no further beneficial or negative Effects.
If you are the Target Player of the Skill or Magic -
Instant Skills or Magic cast upon you will leave no lingering Effect, rather only an immediate result.
An example of this would be Healing Magic cast upon you where your Hit Points get a one time 'boost' but no further Effect.
Lingering
If you are the Casting Character of the Skill or Magic -
Lingering Skills or Magic are when the results, or the Effects, of the Skill or Magic happens over a period of time, and DOES leave lasting Effects upon the casting Character.
An example of this would be "Fly", where after it is cast, the Casting Character has a declared length of time to enjoy the Effects.
If you are the Target Player of the Skill or Magic -
Lingering Skills or Magic cast upon you will have a declared Time Call that will leave a lasting Effect.
An example of this would be Invisibility cast upon you, where you disappear from sight for a declared length of time.
At any one time, no Character may be under the BENEFICIAL Lingering Effects of more than ONE Mana based, ONE Prayer based and ONE Skill based source.
Durations
Each Skill will clearly state it's individual duration time. Durations means how long an active Skill may be used for,
if not canceled first.
Example~
A Character wants to use one of their daily uses of Hide in Shadows (this is the 'Cast'). It is a Level 2 Skill, and has a duration of 6 minutes (this is the Duration). The hunker down in a shady spot, with an closed fist held above their head and arm bent at 90 degrees (this is the Game Mechanic). Then, 3 minutes into the duration, they decide that they need to be seen, and so they drop the arm and hand signaling Hidden.
The Skill is now cancelled.
Despite the fact that the Skill could have lasted for 3 more minutes, it's use is now over, it's use is done, and another use of Hide in Shadows must be employed.
In short ~
The Skill determines the Game Mechanic, if that Game Mechanic then lingers, when the Game Mechanic is dropped/lowered, the Skill is instantly cancelled.
Wizard Skills
Advanced Alchemy
Races restricted - Goblin, Orc
Guilds Disallowed - Engineer, Barbarian, Mercenary, Watchman, Weapons Master, Assassin, Pirate, Thief, Trapper, Druid, Shaman,
Skill Type - Instant (though individual Effects may vary)
~~NOTE~~
Alchemy is the mixing of chemistry and lore to produce magical results. An Alchemist does not study magic nor do they know how to enchant or to add specific incantations to anything. What they do know is an endless list of natural biological ingredients (for example the classic Shakespearean potion recipe of "Eye of Newt and Toe of Frog, Wing of Bat and Tongue of Dog" from MacBeth) and superstitions (that the potion must be made under a certain light of the moon, or position of the sun, or alignment of the stars etc.) that when all of it is strictly adhered to and then everything is placed into a boiling cauldron to render down into a stock, that stock can then be filtered and bottled, and is now a magical potion. Alchemists are not Wizards nor Clerics, they are masters of chemistry and duteous students of the supernatural.
With this in mind, all Alchemy Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual. Alchemy Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.
Alchemy DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols. They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Alchemist makes all the time.
In no way does any level of Alchemy grant the skill Read Magic Symbols, the Symbols that the Alchemist must draw correctly are a game necessity, and not inner character knowledge.
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Alchemists must follow all rules for the making of Wizard Spell Potions.
Action
Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in White leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in Blue marker.
An Alchemist must make a Wizards Mark.
Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.
Character must announce "Advanced Alchemy - Potion of ________"
Effect
The magical Potion has been created.
All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.
All Potions expire at midnight the day they were created.
The level of the potion effects is equal to the level of Advanced Alchemy of the creating Character.
Level 1 Advanced Potions are equal to the Level 1 Wizard Spell of the same name.
The Character can create 3 potions a day.
The types of Potions available are
Instant Knowledge
Mystic Armour
Words of Truth
Details
Truly you may now have a magical arsenal at your beck and call, and all from the interiors of your pouches.
Level 2
Level 2 Advanced Potions are equal to the Level 2 Wizard Spell of the same name.
The Character can create 6 potions a day.
The types of Potions available are
Impervious to Poison
Remove Poison
See the Invisible
Level 3
Level 3 Advanced Potions are equal to the Level 3 Wizard Spell of the same name.
The Character can create 9 potions a day.
The types of Potions available are
Breathe Without Air
Revive
Shadow Meld
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.
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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 a short sentence 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 "I am sure I heard your faction leader over there calling for you ... Persuade 10S"
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 a short sentence 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 "Look there! Your Faction Leader calls! Persuade 10S"
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.
Back Stab
Races restricted - Giant, Troll
Guilds Disallowed - Barbarian, Musketeer, Paladin, Trapper, Bishop, Druid, Warlock, Arcanist, Enchanter, Summoner
Skill Type - Instant
Action
Character must be undetected by a target player. If Character is detected the strike is counted as normal, 1 point of damage.
Character must stab target player in upper back between the shoulder blades.
Character must only be using a throwing knife, and nothing else.
Character must announce “Back Stab”.
Effect
Target player receives 6 Hit Points of damage to the Body.
Back Stab does not go through Heavy Armour.
Character can Back Stab 1 time per day.
Details
A sharp blade and a trained eye only need a hairs breadth crack in any armour to kill the target inside.
Level 2
Character may target two players at once if he can reach both of them and strike both of them completely unnoticed, at the same time and hit both with one Back stab.
Character can Back Stab 2 times per day.
Level 3
Back Stab is now effective versus Heavy Armour, but not Heavy Level 3.
Character can Back Stab 3 times per day.
~~NOTE~~
Back Stab is an Instant trigger for any Target Player who has the Skill Berserk, and as such only does 1 Hit Point of damage to the Target Player who automatically goes Berserk with the Back Stabbing Character as their Target.
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Basic Alchemy
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant (though individual Effects may vary)
~~NOTE~~
Alchemy is the mixing of chemistry and lore to produce magical results. An Alchemist does not study magic nor do they know how to enchant or to add specific incantations to anything. What they do know is an endless list of natural biological ingredients (for example the classic Shakespearean potion recipe of "Eye of Newt and Toe of Frog, Wing of Bat and Tongue of Dog" from MacBeth) and superstitions (that the potion must be made under a certain light of the moon, or position of the sun, or alignment of the stars etc.) that when all of it is strictly adhered to and then everything is placed into a boiling cauldron to render down into a stock, that stock can then be filtered and bottled, and is now a magical potion. Alchemists are not Wizards nor Clerics, they are masters of chemistry and duteous students of the supernatural.
With this in mind, all Alchemy Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual. Alchemy Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.
Alchemy DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols. They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Alchemist makes all the time.
In no way does any level of Alchemy grant the skill Read Magic Symbols, the Symbols that the Alchemist must draw correctly are a game necessity, and not inner character knowledge.
~~~~~~~~
Character must follow all rules for the making of Wizard Spell Potions.
Action
Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in White leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in Blue marker.
An Alchemist must make a Wizards Mark.
Character must spend 5 minutes chanting, weving, praying, and/or shaking or working with the potion bottle.
Character must announce "Basic Alchemy - Potion of ________"
Effect
The magical Potion has been created.
All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.
The Character can create 3 potions a day.
The level of the potion effects is equal to the level of Basic Potion of the creating Character.
All Potions expire at midnight the day they were created.
Level 1 Basic Potions are equal to the Level 1 Wizard Spell of the same name.
The types of Potions available are
Healing Touch
Peasants Death March
Tongues
Details
Almost like having a Wizard in your pocket, they may be heavy, but very, very handy.
Level 2
The Character can create 6 potions a day.
Level 2 Basic Potions are equal to the Level 2 Wizard Spell of the same name.
The types of Potions available are
Healing Hands
Scent the Wind
Tongues of Truth
Level 3
The Character can create 9 potions a day.
Level 3 Basic Potions are equal to the Level 3 Wizard Spell of the same name.
The types of Potions available are
Crashing Fists
Premonition
See the Hidden
Basic Herbalism
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant (though individual Effects may vary)
~~NOTE~~
Herbalism is the mixing of knowledge and faith to produce magical results. An Herbalist does not study magic nor do they know how to enchant or to add specific incantations to anything. What they do know is plants, and all their potential properties. The know what root/leaf/tree bark to grind into a powder, and then how to mix it with the oils of certain berries/flowers/plants, and then how to make that mixture into a drinkable "tea" that can be bottled into a potion. Herbalists are not Wizards nor Clerics, they are masters of plant lore and trusting students of Mother Nature.
With this in mind, all Herbalism Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual. Herbalism Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.
Herbalism DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols. They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.
In no way does any level of Herbalism grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.
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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
Communion
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
Chant
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be touched by up to 1 willing Target Players and those players must stay in contact with the Character using Chant. A repetitive Chant from all participants must begin and last for 10 seconds.
Effect
Character can now take Slots from the Target Players available Spell or Psionic Cycles, or Mana from available Racial Mana or Mana Pool.
Chant does not grant any Spell/Psionic Cyle or Mana Pool.
Character may not fill a Cycle or Pool they do not have.
The amount taken can not exceed the recipients Cycle maximums.
A donated Spell Slot from a Target Player can give 1 Spell Slot to the Characters Spell Cycle, OR 15 Mana into Characters Mana Pool.
A donated Psionic Slot from a Target Player can give 1 Psionic Slot to the Characters Psi Cycle, OR 8 Mana into Characters Mana Pool.
Donated Racial Mana or Mana from a Mana Pool can go point for point into Characters Mana Pool.
15 Mana (Racial or Mana Pool) donated from a Target Player can return 1 Spell Slot to the Characters Spell Cycle.
8 Mana (Racial or Mana Pool) donated from a Target Player can return 1 Psionic Slot to the Characters Psi Cycle.
Chant may not replenish Racial Mana, it only recharges at midnight.
Chant may not be used to drain unwilling Target Players, just those who knowingly volunteer, and those that are Dead.
Chant can also be used for Character to donate Mana, Spell Slots or Psionic Slots into a Target Player following the voluntary rules as stated above. In this case the Character must be touching the Target Player that is to receive the Effects.
Character and Players must stay in contact and chant aloud a mantra or repetitive phrase in a rhythmic pattern for 10 seconds before effects begin. This Chant is extended by 10S, by everyone, for every Slot or 15 Mana returned.
Character can perform a Chant 3 times a day.
Details
Such a supercalifragilisticexpialidocious skill, wouldn't you say?
Level 2
Character can now be touched by up to 2 Target players and can receive Targets Players sacrificed Slots or Mana.
Character can perform a Chant 6 times a day.
Level 3
Character can now be touched by up to 3 Target players and can receive Targets Players sacrificed Slots or Mana.
Character can perform a Chant 9 times a day.
~~Note~~
If Chant is used to help create a Permanent Magical Item follow all rules as above and all rules for creating a Permanent Magic Item. The Slot(s)/Mana sacrificed is lost permanently, until replaced by XC re-purchase. The Mana sacrificed must be from a Player(s) that have a Mana supply other than their Racial Mana Base. The Racial Mana Base may not be used. The helping Slot/Mana providing character may donate up to half of the Enchantments requirements, the other half must come from the Character using the 'Enchant Item' Skill.
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Circle Of Power
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character may use an existing Circle of Power
- OR -
Character must lay out a rope circle of 5 feet across maximum.
Character must place four sticks longer than their forearm crossing over the rope (one in front, one to the right, one to the back and one to the left) and pointing from outside to in at the center of the circle.
Character must sit within the circle.
Effect
Characters Spell Cycle is restored at a rate of 1 per every 3 minutes spent sitting within the Circle.
Details
Wizards have all manners of ways to accomplish things. One of their most well known is the ability to make a circle to replenish themselves by drawing the natural magic of the land into the circles focus, the Caster them self!
Level 2
Characters Spell Cycle is restored at a rate of 1 per every 2 minutes spent sitting within the Circle.
Level 3
Characters Spell Cycle is restored at a rate of 1 per every 1 minute spent sitting within the Circle.
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.
Create Acid
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 rice and green side walk chalk shaved into a powder.
To use the Acid
Character must throw the rice from the vial onto a Target Players Targetable area.
Effect
Target player loses 6 Hit Points to any Targetable area significantly hit with the acid (a tiny speckling is not enough there must be near total spotty coverage or a large splash roughly palm size in area).
Armour is ineffective against Acid, as it seeps through the cracks and openings. Armour points can not be substituted for Body or Limb Hit Points, as the acid seeps right through. So Acid thrown onto the front of a Paladin in Level 3 armour will still do Hit Point damage direct to the Paladin, and yet no damage is dealt at all to the armour.
All Acid last until midnight of the day it was made, then they are rendered inert and useless.
Character can create 1 vial per day
Details
An ugly, messy and truly nasty way to go. As the old saying goes ~ Keep your enemies close, your friends closer, and your buddies with Acid in a separate room.
Level 2
Character can now create 2 vials of Acid a day.
Level 3
Character can now create 3 vials of Acid a day.
Create Black Powder
Races restricted - None
Guilds Disallowed - Scribe, Witch, Barbarian, Paladin, Weapons Master, Assassin, Thief, Trapper, Bishop, Druid, Shaman, Warlock, Witch Doctor, Arcanist, Psionicist, Rune Master, Summoner,
Skill Type - Instant
Action
Character must have a loaded Gernado (for details on how to construct a Gernado please refer to its description in the Weapons and Armour section, under Thrown Weapons) made to MMA rules.
Character can throw the Gernado at a Target Player and it must hit and "explode" on the Body, Arms or Legs.
Character may only use this skill 3 times per day.
Effect
The area hit receives 6 Hit Points of damage.
The "explosion" also acts like the Spell of Push, and the Target Player must travel directly backwards from the impact at least 5 feet and fall to the ground. Character may wish to announce "Push" when the Gernados successfully strike a Target Player.
Small and Large Shields do not stop Gernados, a grounded Tower Shield does.
Details
Deadly, small and chaotic. Napoleon would love these.
Level 2
Character may use this skill 6 times per day.
Level 3
Character may use this skill 9 times per day.
Create Dispelling Powder
Races restricted - Go, Or
Guilds Disallowed - Bar, Mus, Wat, Wea, Pir, Thi, Sha,
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 Fire dust
Races restricted - None
Guilds Disallowed - Scribe, OverLord, Barbarian, Mercenary, Paladin, Watchman, Weapons Master, Ranger, Bishop, Druid, Shaman, Psionicist,
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 “Set on Fire”.
Fire Dust only lasts til midnight the day it was created, then it is rendered useless.
Effect
Target player is Set on Fire and receives 1 Hit Point of damage to everything per 3 seconds of being ablaze and must role play accordingly until the target player is dead.
To extinguish a victim on fire a second player must go to the person on fire and spend 3 seconds to pat out/extinguish the flames.
Character can create 1 vial per day
Details
Gremli, an Ogre of long gone days past originally created the fire dust as a way to warm his forges fast, without using the bellows each morning. The day after his discovery, he started developing an Aloe Vera powder to match.
Level 2
Character can create 2 vials per day.
Level 3
Character can create 3 vials per day.
Create Goblin Dust
( Variation of Blind )
Races restricted - None
Guilds Disallowed - Paladin, Psioncist, 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 Magic Scroll
Races restricted - None
Guilds Disallowed - Only Characters with a Spell Cycle may learn to Create Magic Scrolls.
Skill Type - Instant
Action
Character must possess the appropriate Read/Write Skills to write a scroll.
All appropriate Magic Symbols must be drawn in Blue.
After all Symbols are drawn, the Scroll must be rolled into a tube and sealed with tape.
Character must draw their personal sigil for a Makers Mark.
Character must chant while working with the Scroll.
Character must spend the appropriate cost out of their Spell Cycle for the Spell being channeled into the Scroll, plus 1 Slot more per Level of the Magic being enchanted, to empower the Scroll.
All Magic Scrolls expire by midnight.
Effect
Creates a Magic Scroll version of the Prayer desired, with a Level of power equal to or lesser than the current Level of Create Magic Scrolls by the creating Character.
A Scroll can be read at any time and by any body regardless of Read/Write Skills known, and the magic takes its effect with no Spell Slot or Spell Cycle cost to reading Player.
Scrolls may be read by anyone of any Guild.
At Level 1 a Character can Create 3 Scrolls per day.
Details
Just be mindful, as with all magic, the Gia Golem devours it's power by midnight!
Level 2
The Character can now Create 6 Scrolls per day.
Level 3
The Character can now Create 9 Scrolls per day.
Create Magic Potions
Races restricted - None
Guilds Disallowed - Only Characters with a Spell Cycle may learn to Create Potions.
Skill Type - Instant
Psionic abilities can not be made into Potions.
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 Blue marker.
Character may make a Wizards Mark should they choose.
Character must chant, weave, etc while working with the potion bottle.
Character must spend the appropriate Spell Slot cost out of their Spell Cycle for the Spell being channeled into the Potion, plus 1 Spell Slot more per Level of the Potion desired, to empower the water.
All Potions expire by midnight.
Effect
Creates a Magic Potion version of the Spell desired, with a Level of power equal to or lesser than the current Level of Create Potions by the creating Character.
A Potion can be used at any time and by any body, and the magic takes its effect with no Spell Cycle cost to Potion using Player.
At Level 1 a Character can Create 3 Potions per day.
Details
Just be careful, as with all magic, the Gaia Golem devours its strength at midnight!
Level 2
The Character can now Create 6 Potions per day.
Level 3
The Character can now Create 9 Potions per day.
~~NOTE~~
Permanent Potions ( Lasting an entire Season in length )
Character must follow all rules as stated above, but the Spell cost is now a permanent loss that will not replenish itself ever again, until it is purchased back with XC.
The effects of the Permanent Potion begins AFTER the new Permanently Potion is registered on the Permanent Magic Item List in the GateHouse.
~~~~~~~~
Create Wizards Fetish
Races restricted - Dwarf,
Guilds Disallowed - Engineer, Scribe, Witch, Barbarian, Mercenary, Musketeer, Paladin, Watchman, Weapons Master, Assassin, Pirate, Thief, Trapper, Druid, Shaman, Warlock, Psionicist,
Skill Type - Instant
Action
Character must have a unique item to be their Fetish item.
Character must add a roughly 3 inch by 3 inch square of White hockey tape to the Fetish item, and they must draw their Makers Mark on the tape in Blue marker.
Character must know how to cast Spell Magic and have a Spell Cycle or Mana Pool other than their Racial Mana.
Effect
Character can store 3 extra Spells (above their Spell Cycle limit) in this Fetish item.
The Wizards Fetish Item is considered a Magic Object and can be Dispelled and/or Negated.
The black hockey tape with the silver Makers Mark should be removed immediately after the 3 Spells are consumed. The Item would now be considered a normal item again.
Character can create 1 Wizard Fetish per day.
Details
Bird skulls, severed limbs and shrunken heads. The only thing in common with Wizards and their fetishes, is that every one is unique.
Level 2
Character can store 6 extra Spells (above their Spell Cycle limit) in this Fetish item.
Character can create 2 Wizard Fetishes per day.
Level 3
Character can store 9 extra Spells (above their Spell Cycle limit) in this Fetish item.
Character can create 3 Wizard Fetishes per day.
Fetish item may be recharged identical to how the Wizard replenishes their own Spell Cycle, with all extra time penalties.
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.
Dominate
( Variation of Persuade )
Races restricted - None
Guilds Disallowed - Scribe, Barbarian, Musketeer, Druid, Warlock, Rune Master,
Skill Type - Instant
Action
Character must make eye contact and be within 5 feet of Target Player.
Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own. This is a Game Mechanic, and may not be avoided through Role Play. Example~ A Target Player sees you ready your 'Jedi Mind trick' fingers, so they immediately find a reason to look away. That's a Player seeing a Mechanic and then their Character reacts, pure Metagaming.
Character must announce "Dominate 5M".
Effect
Target Player must perform whatever task or action the Character asks, no matter the cost. Dominate has no anti-suicide clause.
Dominate can be used on a NPC/Monster AND on a Player Character.
Effects last for 5 minutes, if the Persuaded Player can not accomplish their goal in this time the effects fade and the Player is left dazed and slightly disorientated but with no lingering effects.
Dominate can be used 3 times per day.
Effects last for 5 minutes.
Details
Never doubt the unlimited reaches of the power of persuasion.
Level 2
Dominate can be used 6 times per day.
Level 3
Dominate can be used 9 times times per day.
Enchant Object
Races restricted - None
Guilds Disallowed - Engineer, Mercenary, Musketeer, Assassin, Pirate, Thief, Trapper, Psionicist,
Skill Type - Instant
Action
Character must already know the Spell or Prayer that they wish to Enchant and must have a Spell or Prayer Cycle to cast it.
Psionics may not be enchanted into an object.
Character must have an object with a surface of no less than 6 inches tall and 4 inches wide, or roughly the surface/labelled area around a pop can.
Character must either add all appropriate symbols to the object itself, or place a 6 inch high and 4 inch wide White patch on the object, with all appropriate symbols upon the patch in Blue marker. Then they must cast the Spell or Prayer they are Enchanting, spending the Slots from their Cycles. The Enchanter must then spend one more Spell Slot or Prayer Slot for each Level desired to make the Enchantment hold.
Character must then announce "Enchant _______ ( insert Spell name here ) Midnight".
Effect
The properly marked item is now Enchanted and may perform its Enchantment three times that day, unless otherwise specified by the Enchantment itself.
Character can Enchant 3 items per day.
All Enchantments end at midnight or with the last use of the Magic stored within it, unless the Character wishes to make the Enchantment permanent.
An Enchanting Example ~
Level 1 Enchantments~ Edward, an Enchanter with 8 Spells in his Spell Cycle, wishes to Enchant his robe with his favourite Spell of Fly Lv1, which costs 2 Spell Slots out of his Spell Cycle to normally cast. Edward takes off his robe and makes all appropriate Symbols on it in Blue. He then casts Fly Lv1 upon the robe (2 Spell Slots to cast) and then empowers the Symbols (1 extra Spell Slot use because the desired Level is Level 1) for 3 Spells used in total. That leaves good ol' Ed with only 5 Spells left in his Spell Cycle. He will need more than that for a night out flying in his new robe! Edward lays out a Circle of Power and sits within it and regains all 8 of his Spells back into his Spell Cycle.
Level 2 Enchantments~ Edward, the Flying Enchanter with 8 Spells in his Spell Cycle, wishes to Enchant his new favourite robe with his new favourite Spell of Fly Lv2, which costs 2 Spells out of his Spell Cycle to normally cast. Edward takes his new robe and makes all appropriate Symbols on it in Blue. He then casts Fly Lv2 (costing 2 Spell Slots) upon the robe and then activates the Symbols (1 extra Spell Slot for each Level desired, so this costs 2 extra Slots) use) for 4 Spell Slots used in total. That leaves good ol' Ed with only 4 Slots left in his Spell Cycle. He will need more than that for a night out flying in his newer and fancier robe! Edward lays out a Circle of Power and sits within it and regains all 8 of his Spells back into his Spell Cycle.
Level 3 Enchantments~ Edward, "the Soaring Eagle" Enchanter with 8 Spells in his Spell Cycle, wishes to Enchant his newest most favourite robe with his newest most favourite Spell of Fly Lv3, which costs 2 Spells out of his Spell Cycle to normally cast. Edward takes his newest robe and makes all appropriate Symbols on it in Blue. He then casts Fly Lv3 upon the robe (2 Spell Slots to cast) and then activates the Symbols (3 extra Spell Slots for a Level 3 effect) for 5 Spell Slots used in total. That leaves good ol' fancy robe Ed with only 3 Slots left in his Spell Cycle. He will need more than that for a night out soaring like an eagle in his new fancier robe! Edward lays out a Circle of Power and sits within it and regains all 8 of his Spells back into his Spell Cycle.
Details
Give them an item and they will give you a lifetime, three of them in fact, as they Enchant it with Resurrection Level 1.
Level 2
Character can Enchant 6 items per day.
Level 3
Character can Enchant 9 items per day.
Permanent Enchantments
Character must follow all rules as stated above, but may colour the entire blade of a weapon, suit of armour etc. with whatever colours they wish. The big difference is the Spell or Prayer Slot cost is now a permanent loss from your Spell or Prayer Cycle. These sacrificed Slots from a Cycle may be returned only through XC re-purchasing.
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 a 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 refused 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.
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 must announce "First Aid 1".
Effect
Character has healed 1 Hit Point on target area on Target Player.
Character may only use this skill 3 times per day.
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.
Forgery
Races restricted - Giant, Troll
Guilds disallowed - Barbarian, Monk, Musketeer, Paladin, Weapons Master, Assassia, Gypsy, Ranger, Trapper, Druid, Necromancer, Shaman, Warlock, Witch, Witch Dootor, Arcanist, OverLord, Oracle, Summoner,
Skill Type - Instant
For a regular Forged document ~
Action
Character must have at least one Read\Write Skill in any language.
Character may now write a scroll, a letter, a writ, a contract, etc. and they may sign it and " authorize" it under any other Character and\or Faction name.
Character must draw a square about the size of a quarter in the bottom right hand corner of the document, and inside the square must be a capitol "F" and the number 1, 2 or 3, which represents the level of forgery possessed by the Forging Character. For example - Sully the Smuggler has Read\Write Common at Lv1, and Forgery at Lv2, his Forgeries must have a square with F2 inside it.
Effect
The document must be accepted as official, although it may be heavily scrutinized if it demands the bizarre or something completely out of character for the supposed "author" of the forgery.
The only way to discover if a document is a Forgery is to have that document read by any Character with the appropriate Read\Write Skill that must be at least one level higher than the forgers level of Forgery indicated in the bottom right hand square. For example - Sully's above mentioned forgery is being read by a Player with Read\Write Common Lv1. That player believes the forgery to be authentic, but because it asks to have all of that factions gold to be transferred to Sully himself, the Lv1 reader decides to get it verified. A Player with Read\Write Lv3 is found and the forgery is discovered.
In the case of Lv3 forgeries, the document must be read\inspected at the same time by TWO readers at once, and they both must possess the Read\Write Skill of the document and both at Lv3.
Character can create 3 Forgeries a day.
Forgery for Magic Scrolls ~
Magic also has a written language, and it too may be forged. At Level 1, a Character with Forgery may choose 1 Spell from the Master Spell List with an XC cost of 400 or less. Once chosen, this Spell may not be changed and the Forging Character will always know it.
Character can create 1 Forged Magic Scroll per day.
Details
"Of course what I say is true! I have the documentation right here should you care to inspect it!" ~ Brey Gurt, Smuggler, or as she preferred to identify herself, a purveyor of particular, unquestionable goods.
Level 2
Character now learns to Forge a new Spell. Character may choose from the Master Spell list, and the Spell must cost 600 XC or less.
Character can create 6 regular Forgeries, and 2 Magic Forgeries per day.
Level 3
Character now learns to Forge a new Spell. Character may choose from the Master Spell list, and the Spell must cost 800 XC or less.
Character can create 9 regular Forgeries, and 3 Magic Forgeries per day.
Greater Circle Of Power
Races restricted - Dwarf,
Guilds Disallowed - None
Skill Type - Linger
Action
Character may use an existing Greater Circle of Power or -
Character must lay out a rope circle of 5 feet across maximum.
Character must place four sticks longer than their forearm crossing over the rope and pointing from outside to in at the four compass points.
Character must sit and Focus within the circle for 1 minute.
Once every minute past the Focus time, Character may then produce a bladed weapon and cause themselves at least 1 Hit Point of damage.
Effect
If Character wounded their Arm or Leg ~
Each Hit point of damage instantly restores 1 Spell Slot OR 2 Psionic Slots OR 15 Mana to a Mana Pool (one Effect only per use).
If Character wounded their Body ~
Each Hit point of damage instantly restores 2 Spell Slots OR 4 Psionic Slots OR 30 Mana to a Mana Pool (one Effect only per use).
Character may reduce a limb to 0 Hit Points with this Circle should they wish but the Character can not go below 1 Body Hit Point with this skill.
Character can cause 1 Hit Point of damage every 1 minute thereafter and reap the Effects.
Character can use a Greater Circle of Power 3 times per day.
Details
Some people believe that the only way to ones true potential, is through great sacrifice.
Level 2
If Character wounded their Arm or Leg ~
Each Hit point of damage now instantly restores 2 Spell Slots OR 4 Psionic Slots OR 30 Mana to a Mana Pool (one Effect only per use).
If Character wounded their Body ~
Each Hit point of damage now instantly restores 3 Spell Slots OR 6 Psionic Slots OR 45 Mana to a Mana Pool (one Effect only per use).
Character can use a Greater Circle of Power 6 times per day.
Level 3
Now, after the first initial minute of Focus time within the Greater Circle of Power, Character may wound themselves once every 30 seconds to receive a single Effect.
Character can use a Greater Circle of Power 9 times per day.
Incorruptible
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must have just been targeted with any version of Persuade or Tongues of Truth.
Character must announce that they are "Incorruptible".
Effect
Character is immune to the Persuasion attempt.
A Character can use their Incorruptible skill three times daily, at their choice.
Details
To derail the minds of the devoted is a difficult task indeed. Some minds are so firmly entrenched in their ways of thinking that no amount of reason or effort will ever get them to do something they do not wish to do.
Level 2
A Character can use their Incorruptible skill six times daily, at their choice.
Level 3
A Character can use their Incorruptible skill nine times daily, at their choice.
Iron Mind
Races restricted - None
Guilds disallowed - None
Skill Type - Instant
Action
Character must be affected by any variation of 'Confusion', or affected by any variation of emotional tampering. This includes any effect announced with "Beguile" or "Calm".
Iron Mind does not negate any ability announced with "Fear".
Character must announce ''Iron Mind'.
Effect
Character is unaffected and the Confusion or emotional tampering is negated.
Character can use the effects of Iron Mind 3 times per day.
Details
Some Folks have an astounding mental ability to hold a thought firmly in mind, no matter the chaos that surrounds them. In fact, with most of these individuals, if one wished to knock a thought out of their head, one had better bring a bat.
Level 2
As well as all effects listed above, Iron Mind can now negate any effect announced as "Cute" or "Joy".
Character can now use Iron Mind 6 times a day.
Level 3
As well as all effects listed above, Iron Mind can now negate any effect announced as "Sorrow" or "Words of Truth".
Character can now use Iron Mind 9 times a day.
Master Alchemy
Races restricted - Goblin, Orc, Dwarf, Giant, Troll
Guilds Disallowed - Engineer, Scribe, Barbarian, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Pirate, Ranger, Thief, Trapper, Druid, Pontiff, Shaman, Warlock, Psionicist, Rune Master, Summoner,
Skill Type - Instant (though individual Effects may vary)
~~NOTE~~
Alchemy is the mixing of chemistry and lore to produce magical results. An Alchemist does not study magic nor do they know how to enchant or to add specific incantations to anything. What they do know is an endless list of natural biological ingredients ( for example the classic Shakespearean potion recipe of "Eye of Newt and Toe of Frog, Wing of Bat and Tongue of Dog" from MacBeth ) and superstitions ( that the potion must be made under a certain light of the moon, or position of the sun, or alignment of the stars etc. ) that when all of it is strictly adhered to and then everything is placed into a boiling cauldron to render down into a stock, that stock can then be filtered and bottled, and is now a magical potion. Alchemists are not Wizards nor Clerics, they are masters of chemistry and duteous students of the supernatural.
With this in mind, all Alchemy Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual. Alchemy Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.
Alchemy DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols. They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Alchemist makes all the time.
In no way does any level of Alchemy grant the skill Read Magic Symbols, the Symbols that the Alchemist must draw correctly are a game necessity, and not inner character knowledge.
~~~~~~~~
Character must follow all rules for the making of Wizard Spell Potions.
Action
Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in White leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in Blue marker.
Character must make a Wizards Mark.
Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.
Character must announce "Master Alchemy - Potion of _ (Insert Spell name here)_ "
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 Master Alchemy of the creating Character.
Level 1 Master Potions are equal to the Level 1 Wizard Spell of the same name.
The types of Potions available are
Fly
See the Astral
Weapon of Wizardry
Details
Truly you may now have a magical arsenal at your beck and call, and all from the interiors of your pouches.
Level 2
The Character can create 6 potions a day.
Level 2 Master Potions are equal to the Level 2 Wizard Spell of the same name.
The types of Potions available are
Fists of Rage
Invisibility
Spell Stretch
Level 3
The Character can create 9 potions a day.
Level 3 Master Potions are equal to the Level 3 Wizard Spell of the same name.
The types of Potions available are
Persuade
Resurrection
Stone to Flesh
Meditate Mana
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.
Effect
Character then receives 15 Mana back into their Mana Pool per every 3 minutes of Meditation.
Details
' I remember when this wizard guy once marched with us, fought with us and marched with us again. 18 hours of hard going later this guy just up and sits on the ground! Quarter hour later the spell waggler feller stood up with a smile looking fresh as a daisy!'
~ Pablo the Peasant.
Level 2
Character now receives 15 Mana back into their Mana Pool per every 2 minutes of Meditation.
Level 3
Character then receives 15 Mana back into their Mana Pool per every 1 minute of Meditation.
Meditate Spells
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.
Effect
Character then receives 1 Spell Slot back into their Spell Cycle per every 3 minutes of Meditation.
Details
' I remember when this wizard guy once marched with us, fought with us and marched with us again. 18 hours of hard going later this guy just up and sits on the ground! Quarter hour later the spell waggler feller stood up with a smile looking fresh as a daisy!'
~ Pablo the Peasant.
Level 2
Character now receives 1 Spell Slot back into their Spell Cycle per every 2 minutes of Meditation.
Level 3
Character then receives 1 Spell Slot back into their Spell Cycle per every 1 minute of Meditation.
Meditate Psionics
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.
Effect
Character then receives 1 Psionic Slot back into their Psionic Cycle per every 2 minutes of Meditation.
Details
"There is no try, there is do and do not, and rest, and hydration, important too are they."
~ Yoga Master Yogi, from writings a long, long time ago, in a Kingdom far, far away ....
Level 2
Character now receives 1 Psionic Slot back into their Psionic Cycle per every 1 minute of Meditation.
Level 3
Character then receives 1 Psionic Slot back into their Psionic Cycle per every 30 seconds of Meditation.
Mentor
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must have a willing Target Player who knows the Skill Apprentice and a Skill that the Target Player has yet to learn but wishes to acquire.
Character (Mentor) and their Target Player (Apprentice) both must report to the GateHouse together, on three separate days, to sign the Master Mentor List.
Effect
On the fourth day the Target Player may purchase, with XC, the Skill that has been written down in the List for three days at 10% cost reduction.
That cost reduction goes immediately to the Mentor.
Character may only Mentor one Skill at a time.
Details
Where would the world be without teachers?
Level 2
Character may Mentor two Skills, to the same or different Apprentices, at the same time.
Level 3
Character now receives a 20% cost reward.
~~NOTE~~
If a Mentor and an Apprentice have different levels of these two Skills, the lowest level of both of the Players will determine the cost reduction. Example - Mack the Mentor (Mentor Level 3) and Apendy the Apprentice (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 "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 Illusion can be used three times a day,
Details
Sometimes, just sometimes, the differences between the spoken word and wizardly chanting become quite blurred indeed.
Level 2
Mind Trap Illusion can be used six times a day.
Level 3
Mind Trap 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.
~~~~~~~~
Necromancy
Races restricted - None
Guilds Disallowed - Barbarian, Engineerr, Mercenary, Monk, Musketeer, Watchman, Weapons Master, Charlatan, Gypsy, Pirate, Scribe, Thief, Trapper, Shaman, Warlock, Alchemist, Enchanter, Psionicist, Rune Master, Summoner
Skill Type - Instant (though individual Effects may vary)
Action
Character must have a Player Race or NPC/Summoned Monster lootable body part of any Racial type.
Character must secure the body part to a head band or upper arm band which must remain visible at all times.
Effect
The Character can now access and use any racial ability belonging to the lootable body part.
Each Body Part may be used up to 3 times before it is burned up completely and lost. As soon as a Body Part is used with Necromancy the first time, it can no longer be added to your Looted Body Parts count on your Character Card.
Effects granted by PC/NPC Body Parts are ~
Player races - Human Eyeballs grant one use of Instant Knowledge a(Spell) per use.
Halfling Fur grant one use of Persuade (Spell) per use.
Dwarf Beards grant one use of Hone Weapon (Skill) per use.
Elf Ears grant one use of Revive (Spell) per use.
Giant Eyes grant one use of Knockout (Skill) per use.
Goblin Ears grant one use of Cannabalize for Limbs (Skill) per use.
Orc Tusks grant one use of Scent (Skill) per use.
Ogre Horns grant one use of Punch for Push (Skill) per use.
Troll Skin grants one use of Rise (Skill) per use.
NPC/Summoned Monster races - Angel Feathers grant one use of Fearless (Skill) per use.
Demon Horns will grant one use of Teleport (Spell) per use.
Devil Tongues grant one use of Pure Will (Skill) per use.
Faerie Wings grant one use of Fly (Spell) per use.
Golem Hearts grant one use of Mend Self (Spell), per use.
Skeleton Bones grant one use of Rise (Skill) per use.
Wraith Bones grant one use of Astral Form (Skill) per use.
All the above function exactly like their Spell or Skill equivalent and at Level 1 strength,
At Level 1 the Character can attach up to 3 body parts per day, which rephrased means 3 separate Body parts may be attached to the Necromancer to create a total of 9 effects that day.
All Body Parts expire at midnight whether used or not.
Details
"Mock not the dead boy, for they have eerie powers" ~ H. Simpson, Watchman
Level 2
All the above function exactly like their Spell or Skill equivalent and at Level 2 strength,
At Level 2 the Character can attach up to 6 body parts per day, which rephrased means 6 separate Body parts may be attached to the Necromancer to create a total of 18 effects that day.
All Body Parts expire at midnight whether used or not.
Level 3
All the above function exactly like their Spell or Skill equivalent and at Level 3 strength,
At Level 3 the Character can attach up to 9 body parts per day, which rephrased means 9 separate Body parts may be attached to the Necromancer to create a total of 27 effects that day.
All Body Parts expire at midnight whether used or not.
Nullify Magic
Races restricted - None
Guilds Disallowed - Engineer, Assassin, Pirate, Thief,
Skill Type - Linger
Action
Character must be within 10 feet of a Mana based Spell magic using Target Player.
Character must make eye contact with the Target Player.
Character must chant loudly and repetitively any chant they wish, punctuated with "No Mana" and pointing/gesturing at the Target Player at least once every 3 seconds.
Effect
Any Spell or effect with a Mana base effect that was in the process of being cast by the Target Player is interrupted and ruined. The Mana that was going to be spent is lost and no effects happen.
Target Player can not cast or spend any Mana Points while still in range of the chanting Nullifying Character .
Effects last as long as the chanting Character remains chanting and in range of the Target Player.
Character can Nullify Magic 3 times every day.
Details
"Will some body please shut that one up!"
~ a frustrated Artemist the Arcanist.
Level 2
Character must be within 25 feet of Target Player.
Character can Nullify Magic 6 times every day.
Level 3
Character may affect two Target Players and must point at both Target Players while chanting.
Character can Nullify Magic 9 times every day.
~~~ NOTE ~~~
Nullify Magic can be used to Negate a Target Players Astral Form, but with restrictions ~
Character using Nullify Magic must be able to see the Astral Target Player.
A Target Player in Astral Form needs to spend Mana every minute to maintain themselves in the Astral plane. A Character using Nullify Magic against an Astral Target must maintain the point and chant, and also must keep the Target within range until the Target Player once again has to spend Mana/minute, of which they now can not. This cancels the Astral Form, within 1M, every time, unless Astral Form is the Target Players natural State.
~~~~~~~~~~~~
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.
Character does not need to be concealed in a Shadow.
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.
Level 3
Character becomes hidden for 9 minutes.
Persuade
Races restricted - Giant, Troll
Guilds Disallowed - Barbarian, Musketeer, Druid, Warlock, Rune Master, Summoner
Skill Type - Instant
Action
Character must make eye contact and be within 10 feet of Target Player.
Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own.
Character must announce "Persuade 5M".
Effect
Target Player must perform whatever task or action the Character asks, within reason. Persuade has a very robust anti-suicide clause. Persuading Character may not tell Target Player to kill themselves, their family, their clan or their loved ones. Nor can Persuade convince a Target Player to cause direct harm to any of those listed above. Anything else goes. Consider Persuade to be used as a con job, the Character being the Con Artist, the Target Player the victim. There is only so much anyone can talk anybody else into.
Persuade can be used 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.
Possess
( Ultimate variation of Persuade )
Races restricted - None
Guilds Disallowed - Engineer, Scribe, Barbarian, Mercenary, Musketeer, Watchman, Assassin, Pirate, Thief, Trapper, Druid, Shaman, Warlock, Rune Master,
Skill Type - Linger
Action
Character must make eye contact and be within 5 feet of Target Player.
Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own and announce to that Target Player "Possession!" The Target Player must then stop and immediately enter into a combat against the Possessing Character to the first Hit Point of damage only. The Possessing Character must do 1 Hit Point of damage to the Targets Body to win the Possession. The Target must deal 1 Hit Point of damage ANYWHERE on the Possessor to stop the Possession.
If the Character attempting the Possession does not win the battle, the possession fails.
If the Possessing attempting Character wins, the victim Target Player must stay within arms reach of Possessed Target for the entire duration of the Skill.
Possessing Character must announce "You are now Possessed 1H".
Effect
The Possessing Character 'enters the body through the wound they made' and takes over total control of the Target Player.
During the entire duration, the Possessing Character is UNABLE TO BE SEEN/EFFECTED THROUGH ANY MEANS. Only the end of Possessions Duration Time Call, the death of the Target Player, or an Excorsism, will reveal the Possessing Character against their will.
Once a Target Player is possessed, they are the complete puppet of the Character controlling them and must act accordingly. If the Possessing Character is previously aware of the Targets Guild and or Skill set, the Possessor may tell the Target Player to perform any Skill, Spell, Prayer etc. that the Target Player knows, and have the Target Player use items and drink potions if they wish.
The Possessing Character must walk directly behind the Target Player (always within an easy arms reach) and direct everything that the Target Player does. The Target Player will walk only if told to and will follow all directions of the Possessor.
The Possessing Character can also talk through the Target Player by whispering into the Target Players ear what it wants them to say. The Target Player must then repeat the words exactly as told to them.
There is an anti suicide clause to being controlled by Possession that forces a new combat between the two again, a soon as the command is given, only to the first Hit Point of Damage dealt. If the Possessing Character wins, then the Target Player must respond as the Character commanded.
Being commanded to kill, not harm or hinder, but to kill a Player that the Target Player shares Clan Nature with will also force a new combat.
If the Possessing Character loses any of these secondary Combat Contests, then the possession is defeated and the Possessing Character is banished from that Player.
Target Players remember nothing of any of their actions while being possessed. The Possession leaves nothing behind but a confused victim.
Effects last for 1 hour and the Character can attempt a Possession only 1 time a day.
Details
"Careful you when ya mess with da Body Jumpers. I see's dem as cowards, 'cause when they're in ya, they don't get hurt no way, no how. But you do, bet your teeth you do, and alot. Funny thing is later when the folks around you ask how you lost yer legs, all ya gots to say is 'I don't remember'. And ya don't either, damn Body Jumpers take that too."
~ Advice from a legless veteran Merc for the price of a pint of ale.
Level 2
Possessing Character must announce "You are now Possessed 2H".
Effects last for 2 hours and the Character can attempt a Possession only 2 times a day.
Level 3
Possessing Character must announce "You are now Possessed 3H".
Effects last for 3 hours and the Character can attempt a Possession only 3 times a day.
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).
Read / Write Circles

Races restricted - None
Guilds Disallowed - Engineer, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,
Skill Type - Instant
Action
Character must be attempting to understand a drawn circle in front of them.
Writing, or in this case drawing, of the Circles is possible, but if the character is not a Summoner, or has no Mana Pool, or has not purchased the Circle and Symbols they are drawing with their XC, then it is not magical, no Mana can be put in it, it has no game effect (other than potentially acting as a hazardous obstacle to avoid) and must have no prepared section above it. If the Circle contains no magic, then no prepared section is necessary or allowed
Effect
Character can draw and decipher (and buy the Circle with XC so that they may cast it) all Protection Circles at Level 1 strength only.
Details
Harnessing the perfection of a never ending line and ripe with mystic symbolism, Circles can create the wondrous, and entrap the wicked.
Level 2
Character can draw (following above restrictions) and decipher all Summoning Circles at a maximum of Level 2 strength only.
Level 3
Characters Summoning and Protection Circles may now function at up to a Level 3 strength and effectiveness.
~~NOTE~~
A Character wishing to purchase and use Circle Magic ( both Summoner and Non-Summoner ) must first have the appropriate level of Read/Write Circles to purchase the Circle. For example, a Character with Level 2 Read/Write Circles may purchase and use any Protection and Summoning Circle but not any Power Circles. The Character would need Level 3 Read/Write Circles first.
A Character ( who is not a Summoner by Guild ) with Level 1 Read/Write Circles may with their XC purchase a Protection Circle and all Symbols necessary and can use the abilities of that Circle for half regular duration.
A Character ( who is not a Summoner by Guild ) with Level 2 Read/Write Circles may with their XC purchase a Protection or a Summoning Circle and all Symbols necessary and can use the abilities of that Circle for half regular duration.
A Character ( who is not a Summoner by Guild ) with Level 3 Read/Write Circles may with their XC purchase a Protection, Summoning or a Power Circle and all Symbols necessary and use the abilities of that Circle for half regular duration.
~~~~~~~~
Read/Write Aramaic (Monster Tongue~ Angels and Devils)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Aramaic language (any Scroll with a Silver Duct Tape back).
Effects
Character can read, write and understand any word written in the Aramaic language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Aramaic language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Aramaic language at will.
Read/Write Black Speech (Monster Tongue~ Wraiths)
Races Restricted - Elf,
Guilds Disallowed - Healer, Druid
Skill Type - Instant
Action
Character must be attempting to read or write something in the Black Speech language (any Scroll with a Black Duct Tape back).
Effects
Character can read, write and understand any word written in the Black Speech language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Black Speech language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Black Speech language at will.
Read/Write Common (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Common language (any Scroll with a White Duct Tape back).
Effects
Character can read, write and understand any word written in the Common language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Common language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Common language at will.
Read/Write Demogogian (Monster Tongue~ Demons)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Demogogian language (any Scroll with a Red Duct Tape back).
Effects
Character can read, write and understand any word written in the Demogogian language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Demogogian language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Demogogian language at will.
Read/Write Dwarf (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Dwarf language (any Scroll with a Grey Duct Tape back).
Effects
Character can read, write and understand any word written in the Dwarf language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Dwarf language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Dwarf language at will.
Read/Write Ancient Dwarf (Monster Tongue)

Races Restricted - Elf, unless they are Scribes.
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Ancient Dwarven language (any Scroll with a Grey Duct Tape back and written in the above Font).
Effects
Character can read, write and understand any word written in the Ancient language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Ancient Dwarven language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Ancient Dwarven language at will.
Read/Write Elven (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Elven language (any Scroll with a Blue Duct Tape back).
Effects
Character can read, write and understand any word written in the Elven language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Elven language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Elven language at will.
Read/Write Ancient Elven (Monster Tongue)

Races Restricted - Dwarf, unless they are Scribes
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Ancient Elven language (any Scroll with a Blue Duct Tape back and written in the above Font).
Effects
Character can read, write and understand any word written in the Ancient Elven language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Ancient Elven language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Ancient Elven language at will.
Read/Write The Mother Tongue (Monster Tongue~ Elementals)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in The Mother Tongue language (any Scroll with a Silver Duct Tape back bordered with Blue).
Effects
Character can read, write and understand any word written in the The Mother Tongue language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the The Mother Tongue language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the The Mother Tongue language at will.
Read/Write Fey (Monster Tongue~ Faeries)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Fey language (any Scroll with a Pink Duct Tape back).
Effects
Character can read, write and understand any word written in the Fey language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Fey language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Fey language at will.
Read/Write Goblin (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Goblin language (any Scroll with a Green Duct Tape back).
Effects
Character can read, write and understand any word written in the Goblin language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Goblin language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Goblin language at will.
Read/Write Halfling
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Halfling language (any Scroll with a White Duct Tape back bordered by Grey).
Effects
Character can read, write and understand any word written in the Halfling language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Halfling language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Halfling language at will.
Read/Write Ogre (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Ogre language (any Scroll with a Brown Duct Tape back).
Effects
Character can read, write and understand any word written in the Ogre language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Ogre language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Ogre language at will.
Read/Write Orc (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Orcish language (any Scroll with a Brown Duct Tape back bordered by Black).
Effects
Character can read, write and understand any word written in the Orcish language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Orcish language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Orcish language at will.
Read/Write Magic Symbols

Races restricted - None
Guilds Disallowed - Engineer, Witch, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,
Skill Type - Instant
Action
Character must be attempting to understand a drawn magic Symbol in front of them.
Writing, or in this case drawing, of Symbols is possible, but if the character is not a Enchanter or has not purchased the Symbol they are drawing with their XC, it is not magical, no mana can be put in it and it has no game effect.
Effect
Character now understands all Symbols dealing with the level of the magic Symbol phrase and will be able to identify if it is a powerful potion/scroll a Level 3) or a regular variety (ie a Level 1 Potion/Scroll)
Character now understands all Elemental Symbols as well.
Details
The written word of magic, or the art of the arcane. For those that know how to channel power into these Symbols, and in what order to place them, fantastic things will be possible.
Level 2
Character now also understands all Symbols of The Beings and all Symbols of Conditions as well.
Level 3
Character now understands all the Symbols of Magic.
~~NOTE~~
A Character ( who is not a Enchanter by Guild ) with Level 3 Read/Write Magic Symbols may with their XC purchase the individual Symbols necessary to create a Magic Symbol Phrase and can use the abilities of that Phrase to create magic Potions or Scrolls, as long as the character has enough Mana to do so, and follows all rules laid out in the Potion/Scrolls section.
~~~~~~~~
Read / Write Runes

Races restricted - None
Guilds Disallowed - Engineer, Witch, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,
Skill Type - Instant
Action
Character must be attempting to understand a drawn Rune in front of them.
Writing, or in this case drawing, of the Runes is possible, but if the character is not a Rune Master or has not purchased the Rune they are drawing with their XC, it is not magical, no mana can be put in it, it has no game effect (other than potentially acting as a hazardous obstacle to avoid) and must have no prepared section above it. If the Circle contains no magic, then no prepared section is necessary or allowed
Effect
Character can draw and decipher (understand) the Runic alphabet.
Details
The Runes. The legendary source of all magic as some Scholars say. Many have chased the power of the elusive Runes, only the persistent may master them with any degree of success.
Level 2
Character can draw and decipher (understand) all Trigger Runes except for Power and Permanence.
Level 3
Character can draw and decipher (understand) all Runes of power.
~~NOTE~~
A Character (who is not a Rune Master by Guild) with Level 3 Read/Write Runes may with their XC purchase the individual Runes necessary to create a Runik Phrase and can use the abilities of that Phrase for half effects and durations.
Read/Write Runes when used by a Character who is a Rune Master is for deciphering/decoding other Players Runes only, and not for the purchasing of individual Runes, as with the Summoner and their Circles.
~~~~~~~~
Sacrifice
Races restricted - None
Guilds Disallowed - Musketeer, Enchanter, Rune Master,
Skill Type - Instant
Action
Character must be previously injured.
Character must approach and kneel / crouch beside / over a dead target player.
Character must "rip open the stomach to access the heart and remove it", Character must spend no less than 30 seconds doing this, and then Character must perform a 30 second chant or ritual over the heart before they must "stab the heart" with a knife or dagger.
Effect
Character heals +1 Body, +1 Arms and +1 Legs.
Character can not raise their Hit Points over their maximum normal amount.
Character can Sacrifice up to three times a day.
Details
Dark alters and sharp knives unleash the power of life through death.
Level 2
Character heals +2 Body, +2 Arms and +2 Legs.
Character can Sacrifice up to six times a day.
Level 3
Character heals +3 Body, +3 Arms and +3 Legs,
OR
Character can receive one Prayer Slot, OR one Spell Slot, OR two Psionic Slots back into their Prayer/Spell/Psionic Cycle (if any).
Character can Sacrifice up to nine times a day.
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), or Ogre (Brown) written language.
Effects
Character can read, write and understand any word written in any of the languages listed above, that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Details
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.
Sever Stone
Races restricted - None
Guilds Disallowed - Engineer, Barbarian, Mercenary, Musketeer, Watchman, Gypsy, Pirate, Ranger, Trapper, Bishop, Druid, Warlock, Arcanist, Battle Mage, Psionicist, Rune Master, Summoner,
Skill Type - Instant
Action
Character must kill or find a dead Player Character.
Character must have a Knife.
Character must spend 30 seconds 'cutting' into the chest of the opponent.
Character must announce "Sever Stone".
Effect
The Character can Loot an opponent Player Characters Life Stone.
Character can perform Sever Stone once per day.
Details
In these lands that are constantly being drained by the remnants of the Gaia Golem, to be with out a Life Stone exposes that person to the energy hungry magic of the reforming Gaia Golem, and reduces them to little more than the average Peasant. Fear the person that has learned what exact body parts the Life Stone uses to bond itself to an individual, for with that knowledge, and a sharp knife, that person can leave a victim 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.
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
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
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 - Instant (though individual Effects may vary)
Action
Character must have an unique object or item which will be the focus of their "Faith". The item could be (but is certainly not limited to) a sword or weapon, a shield or armour, cloak, hat, belt, feather, banner, etc. The only rules on the item are that the item must be large enough to be clearly visible from 20 feet away, and the item will be a Lootable item, so if it is the belt you wear to hold your pants up, you better pack a spare!
Character must present the Symbol of Faith clearly to the Target Player to receive any effects listed below.
Character must announce "Symbol of Faith" OR another appropriate phrase related to the item made into a Symbol of Faith. For example ~ "By the Sword of my Mother", or "Through the light of the knowledge of the Book", "With the power of my Grey Skulled Fore-Fathers", etc.
Effect
Character is granted one Level 1 use of Excommunicate per day.
Excommunicate ~ Action
Character must hold out / present a symbol of their faith directed at a Target Player within 10 feet playing any Guild off of the Cleric tree.
Character must announce "Excommunicate 30S".
Effect
Target Player may not use any of their Prayers for 30 seconds.
Details
Infinite be the power of fervent, focused faith.
Level 2
Character can now use Excommunicate Level 1 twice a day AND Character is granted two uses per day of Level 1 Moral Boost.
Morale Boost ~ Action
Character must make an inspiring 10 second minimum speech all about a maximum of 3 Target Players.
Target Players must be called by their Characters name at least once during the speech to receive any benefits of Morale Boost.
The speech must last for at least 10 seconds, then Character must announce " Morale Boost 1M "
Effect
Character and all Target Players named receive + 1 Hit Points to the Body, Arms and Legs each.
Effects last for 1 minute.
Level 3
Character can now use Excommunicate Level 1 and Morale Boost Level 1 both for three times per day AND Character is granted Proof to Touch three times per day as well.
Proof to Touch ~ Action
Character must present openly their Symbol of Faith and make the appropriate announcement adding "Proof to Touch".
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.
Thick Skulled
Races restricted - None
Guilds disallowed - None
Skill Type - Instant
Action
Character must be targeted\affected by any physical touch variation of 'Knock Out'. This includes higher level weapon skills that require a pommel to the Targets shoulder.
This does NOT include Pressure Point Knock Out or any variation of Sleep.
Character must announce ''Thick Skulled'.
Effect
Character is unaffected and remains conscious.
Character can use the effects of Thick Skulled 3 times per day.
Details
Shea Vaalez, an Orc who was once a champion arena fighter was revered for never being knocked senseless in the pits. He fell on hard times in his later years, ran afoul of the laws of the land, and was ordered to suffer the executioner's axe. Rumour is, the headsman needed 3 swings to bring about his Lords law that day, for the first two were ill aimed, and bounced right off the old champion's famously hard head.
Level 2
Character can now use Thick Skulled 6 times a day.
Level 3
Character can now use Thick Skulled 9 times a day.
Tongues of Truth
( Variation of Persuade )
Races restricted - Giant, Troll
Guilds Disallowed - None
Skill Type - Linger
Action
Character must be holding a Target Player by the wrist and must have eye contact.
Character must stay motionless holding the Targets Players wrist for 10 seconds.
Character can then ask 3 questions of the Targeted Player which the Targeted Player must answer, then declare if the answer was a truth or a lie.
The effects are lost with releasing the Target Players wrist.
Character must announce “Tongues of Truth 3“
Effect
Targeted Player can answer any way they want, but at the end of their answer they must declare whether the answer was the honest truth as the Targeted Player understands it, or if the Targeted Player has lied.
Effects last for 3 questions and/or for a 3 minute duration, then Then Target Player is no longer compelled to say anything more.
Character may use this Skill three times per day.
Details
"Sure'n I'm good an' drunk!"..."Truth.".
"But now, I didn't ta - hiccup - take yer drink!"..."Lie.".
~ A tipsy Orc.
Level 2
Character can then ask 5 questions of the Targeted Player which the Targeted Player must answer.
Level 3
Character can then ask 7 questions of the Targeted Player which the Targeted Player must answer.
~~NOTE~~
A Character with Level 2 Dim Witted may at any time they wish add a third possible response to any question they get, that being "I Don't Know".
~~~~~~~~
True Sight
Races restricted - None
Guilds Disallowed - 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.