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Skills
Skills represent different talents a character has. They can allow a character to use better equipment in combat, aid in the creation of items to use or trade, assist in the casting of powerful magic, and help in daily activities with practical wisdom. Spells are also something that are learned like a skill, giving a character regular access to that magic.
Skills are purchased by characters by spending skill points.
Related Rules
Skill Points
Skill points are earned whenever a character gains a level. These points can be spent immediately to purchase skills or saved for later. Each skill lists how many skill points it costs to learn.
Characters should have a total number of skill points equal to their: (Character Level x 2) + 10
General and Knowledge Skills | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Estimate Value | 2 | None | Know monetary value of non-magical treasure
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Identify Magic | 2 | None | Know the function of magical treasure
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First Aid | 1 | None | Helps to prevent bleeding out. Allows feeding potions to helpless characters. You can heal blunt torso wounds. Ask simple questions about wounds.
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Herbalist | 2 | None | You can safely use poisonous alchemical items
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Language Skills | 1 | None | Speak and be literate in one common or (with plot marshal permission) a rare language, may be taken multiple times.
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Read Magic | 2 | None | Allows you to use magic scrolls
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* Tinkering is not required for Savant
Chosen Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Chosen Level One | 4 | Game Master Approval | Gain a title. Create a semi-permanent shrine that can protect an area.
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Chosen Level Two | 4 | Game Master Approval, Chosen One | Pray at shrine 1/ gd to affect many with a single spell casting.
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Chosen Level Three | 4 | Game Master Approval, Chosen Two | Choose permanently to either: be able to declare mortal enemies, gaining combat bonuses OR lead a sermon to buff your flock
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Chosen Level Four | 4 | Game Master Approval, Chosen Three | Cast an improved spell, gain bonus magic power 1/ gd
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Chosen Level Five | 4 | Game Master Approval, Chosen Four | Choose permanently to be able to: Smite enemies or lead grand sermons, buffing your flock.
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Druid Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Druid Level One | 4 | Game Master Approval | Gain a title. Allows special druid communication with some specific creatures that normally cannot be communicated with.
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Druid Level Two | 4 | Game Master Approval, Druid One | Cast charm nature 1/ gd
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Druid Level Three | 4 | Game Master Approval, Druid Two | Permanently gain your choice of: Free tanglefoot bags, free casts of elemental weapon, permanent nature immunity or extra body.
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Druid Level Four | 4 | Game Master Approval, Druid Three | Can attack for Primal damage 1/ gd
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Druid Level Five | 4 | Game Master Approval, Druid Four | Create and gain a custom aspect of nature.
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Medium Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Medium Level One | 4 | Game Master Approval | Gain a title. Can communicate with spirits. Can see reaped sparks.
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Medium Level Two | 4 | Game Master Approval, Medium One | Cast Reap Spirit always with no incant and 1/ gd at will.
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Medium Level Three | 4 | Game Master Approval, Medium Two | May return reaped sparks, use special compulsion effects on ghosts
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Medium Level Four | 4 | Game Master Approval, Medium Three | Cast dominate spirit 1/ gd. Can trap spirits in gems.
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Medium Level Five | 4 | Game Master Approval, Medium Four | Can speak with dead characters and force them to answer truthfully.
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Merchant Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Merchant Level One | 4 | Game Master Approval | Gain a title. Can pay for check in with valuables.
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Merchant Level Two | 4 | Game Master Approval, Merchant One | Exchange consumables for other consumables.
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Merchant Level Three | 4 | Game Master Approval, Merchant Two | Exchange valuable items, run a bank
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Merchant Level Four | 4 | Game Master Approval, Merchant Three | Gain free scarce items at sign in.
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Merchant Level Five | 4 | Game Master Approval, Merchant Four | Gain a large blue box that can't be interacted with by others.
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The Scholar Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Scholar Level One | 4 | Game Master Approval | Gain a title. Research lore between events. Learn one uncommon Language and one ritual skill.
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Scholar Level Two | 4 | Scholar | Gain one uncommon language, 2 ritual skills and may substitute basic ritual components 2/event.
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Scholar Level Three | 4 | Scholar | Gain 2 uncommon languages, 2 ritual skills, additional lore between events, a personal ritual focus, and may craft tomes
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Scholar Level Four | 4 | Scholar | Enhanced title. Learn one uncommon language, one rare language, two ritual skills, substitute 2 more ritual components each event, learn a signature spell
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Scholar Level Five | 4 | Scholar | Gain a rare language, immunity to memory loss, create a hallmark spell and a custom ritual.
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Status Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Status Level One | 4 | Game Master Approval | Gain a title. Earn a coin stipend each event.
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Status Level Two | 4 | Game Master Approval, Status One | Throw 'disengage' tag bags 4/ gd at will.
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Status Level Three | 4 | Game Master Approval, Status Two | Charm aura on NPC's from nation/organization.
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Status Level Four | 4 | Game Master Approval, Status Three | Call 'dominate nation/ organization' 1/ gd at will.
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Status Level Five | 4 | Game Master Approval, Status Four | Grants immunity to various mind effects.
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Magic Skills | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Magic Power Points | 1 | None | Gain one power point. This skill may be taken up to twenty times.
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Rituals of Aegis | 1 | 20 Power Points, All Aegis spells | Participate in Aegis Rituals
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Rituals of Battle | 1 | 20 Power Points, All Battle Spells | Participate in Battle Rituals
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Rituals of Compulsion | 1 | 20 Power Points, All Compulsion Spells | Participate in Compulsion Rituals
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Rituals of Enchantment | 1 | 20 Power Points, All Enchantment Spells | Participate in Enchantment Rituals
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Rituals of Nature | 1 | 20 Power Points, All Nature Spells | Participate in Nature Rituals
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Rituals of Necromancy | 1 | 20 Power Points, All Necromancy Spells | Participate in Necromancy Rituals
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Rituals of Restoration | 1 | 20 Power Points, All Restoration Spells | Participate in Restoration Rituals
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Aegis Magic School | ||||||||
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Spell | Cost/ Level | Prerequisite | Duration | Range | Target | Flag | Dispel | Brief Description
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Magic Armor | 1 | 1 Magic Power Point | Game day or until expended | Touch | Character | person | Yes | Target touched gains 2 points of magic armor
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Toughness | 1 | 1 Magic Power Point | 10 minutes | Touch | Character | person | Yes | Target touched gains 2 body points
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Spirit Shield | 2 | Level 1 Aegis Spell | Game day or until discharged. | Touch | Character | person | Yes | Prevents next poison or acid effect against target.
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Anti-Magic Shield | 2 | Level 1 Aegis Spell | Game day or until discharged | Touch | Character | person | Yes | Prevents the next spell to hit the target
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Sanctuary | 3 | Level 2 Aegis Spell | 10 minutes | Touch | Fixed location focal point | ground | Yes | Creates a 20 foot protective bubble around caster
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Improved Magic Armor | 3 | Level 2 Aegis Spell | Game day or until expended | Touch | Character | person | Yes | Target touched gains 4 points of magic armor
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Anti-Magic Aura | 4 | Level 3 Aegis Spell | One minute | Touch | Character | person | No | Target is protected against all spells
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Synchronize | 4 | Level 3 Aegis Spell | Special | Touch | Character | person | Yes | Target gains the effects of most Aegis spells up to level 3
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Poison Immunity | 5 | Level 4 Aegis Spell | Game Day | Touch | Character | person | Yes | Target is immune to all poison and acid attacks.
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Aura of Reflection | 5 | Level 4 Aegis Spell | Game day or until discharged | Touch | Character | person | Yes | Deflects the next 4 spell that hit the target. |
Battle Magic School | ||||||||
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Spell | Cost/ Level | Prerequisite | Duration | Range | Target | Flag | Dispel | Brief Description
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Magic Strike | 1 | 1 Magic Power Point | 10 Minutes or Until Discharged | Touch | Melee weapon | weapon | Yes | Melee weapon's next hit deals '4 damage'
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Strength | 1 | 1 Magic Power Point | 10 Minutes | Touch | Character | person | Yes | Target inflcits +1 melee damage
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Magic Swarm | 2 | Level 1 Battle Spell | Instant | Tag Bag | Character(s) hit | n/a | Creates four darts dealing 4 'magic' damage
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Spellburst | 2 | Level 1 Battle Spell | 10 minutes | Touch | Character | Yes | The next spell you cast generates handfuls tag bags.
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Slaying Swarm | 3 | Level 2 Battle Spell | Instant | Tag Bag | Character(s) hit | n/a | Creates four tag bags that deal 4 'magic slay' damage.
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Transcendence | 3 | Level 2 Battle Spell | Game Day | Touch | Character | Person | Yes | Generate extra tag bags.
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Combat Prowess | 4 | Level 3 Battle Spell | 10 Minutes or Until Discharged | Touch | Character | Person | Yes | Gain access to all combat skills or if you already have them an extra master's strike
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Maelstrom | 4 | Level 3 Battle Spell | One Minute | Tag Bag | Character(s) hit | n/a | Throw unlimited tag bags for 1 minute dealing 4 'magic' each.
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Battle Mastery | 5 | Level 4 Battle Spell | Game Day | Touch | Character | person | Yes | You may use any weapon or shield, and are immune to all magic damage.
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Devastation | 5 | Level 4 Battle Spell | 1 minute | Tag bag | Character(s) hit | N/A | Throw unlimited tag bags for one minute dealing 4 magic slay damage each |
Compulsion School of Magic | ||||||||
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Spell | Cost/ Level | Prerequisite | Duration | Range | Target | Flag | Dispel | Brief Description
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Disengage | 1 | 1 Magic Power Point | 1 Minute | Tag Bag | Character(s) hit | Yes | Creates four darts that cause 'disengage'
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Weaken | 1 | 1 Magic Power Point | 10 Minutes | Tag Bag | Character hit | Yes | Creates two darts that inflict weaken.
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Charm | 2 | Level 1 Compulsion Spell | 10 minutes | Tag bag | Character hit | Yes | Creates a dart that causes 'charm'
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Silence | 2 | Level 1 Compulsion Spell | 1 Minute | Tag bag | Character hit | Yes | Creates 2 tag bags that cause 'silence'
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Pin | 3 | Level 2 Compulsion Spell | 10 Minutes | Tag Bag | Character hit | Yes | Creates a dart that causes 'pin'.
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Memory Loss | 3 | Level 2 Compulsion Spell | Permanent after next event | Tag bag OR Touch | Character hit | Yes, until next Event | Creates a dart that causes 'memory loss'.
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Heroism | 4 | Level 3 Compulsion Spell | 10 minutes | Touch | Character | Person | Yes | Set body to 10, but take a wound after battle
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Terror | 4 | Level 3 Compulsion Spell | 10 minutes | Tag Bag | Character | Yes | Generates 1 tag bag that calls for terror
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Dominate | 5 | Level 4 Compulsion Spell | 10 minutes | Tag bag | Character hit | Yes | Creates two darts that cause 'dominate'
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Mind Blank | 5 | Level 4 Compulsion Spell | Game Day | Touch | Character | person | Yes | Target is immune to all compulsion spells |
Enchantment School of Magic | ||||||||
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Spell | Cost/ Level | Prerequisite | Duration | Range | Target | Flag | Dispel | Brief Description
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Magic Lock | 1 | 1 Magic Power Point | Game day | Touch | An entryway or container | building or object | Yes | Magically hold a door or container closed
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Enhance Armor | 1 | 1 Magic Power Point | Game day | Touch | Worn armor | armor | Yes | Armor's protection increases by +1 point
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Enchant Shield | 2 | Level 1 Enchantment Spell | Game day or until discharged | Touch | Shield | shield | Yes | Shield touched absorbs next effect that would bypass or damage it
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Silvershine | 2 | Level 1 Enchantment Spell | 10 Minutes | Touch | Weapon | weapon | Yes | Weapon touched deals 'silver'
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Enchant Weapon | 3 | Level 2 Enchantment Spell | 10 minutes | Touch | Weapon | weapon | Yes | Weapon touched deals 'elven steel' damage
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Spellstore | 3 | Level 2 Enchantment Spell | Event or until expended | Touch | Weapon | weapon | Yes | Stores a spell in a weapon to be cast later.
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Dispel Magic | 4 | Level 3 Enchantment Spell | Instant | Tag bag | Character, object, or magic field | n/a | Creates a dart which causes 'dispels magic'.
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Ablative Armor | 4 | Level 3 Enchantment Spell | Game day or until discharged | Touch | Worn armor | armor | Yes | Gives worn armor 2 points of monstrous armor.
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Shadow Skin | 5 | Level 4 Enchantment Spell | 10 Minutes | Touch | Character | person | Yes | Target touched is immune to normal damage.
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Wraithbane | 5 | Level 4 Enchantment Spell | Game Day | Touch | Weapon | weapon | Yes | A weapon deals +1 'elven steel' damage |
Nature School of Magic | ||||||||
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Spell | Cost/ Level | Prerequisite | Duration | Range | Target | Flag | Dispel | Brief Description
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Conjure Stones | 1 | 1 Magic Power Point | 1 Minute | Tag Bag | Character(s) hit | Yes | For 1 minute throw an infinite number of 1 damage tag bags
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Mend Armor | 1 | 1 Magic Power Point | Instant | Touch | Worn armor, natural armor, or shield | n/a | Repairs physical armor.
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Dissipate | 2 | Level 1 Nature Spell | 10 minutes | Touch | Character | above head | Yes (circumstancially) | Target dissipates.
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Pin Nature | 2 | Level 1 Nature Spell | 10 Minutes | Tag Bag | Character(s) hit | Yes | Generates four pin nature tag bags
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Elemental Weapon | 3 | Level 2 Nature Spell | 10 Minutes | Touch | Character | weapon | Yes | Weapons carried deal nature damage or generate four 4 nature damage tag bags or generate two 4 primal damage tag bags.
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Stoneskin | 3 | Level 2 Nature Spell | Game day | Touch | Character | Person | Yes | Gain 2 points of natural armor.
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Banish | 4 | Level 3 Nature Spell | 10 minutes | Tag bag | Character hit | Yes (if caster can see through dissipate) | Creates a dart which inflicts 'banish'
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Ruin | 4 | Level 3 Nature Spell | 1 Minute | Tag Bag or Touch | Character(s) hit or weapon | none or weapon | Varies | For 1 minute a weapon deals acid damage or throw unlimited 4 acid damage tag bags.
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Ley Lines | 5 | Level 4 Nature Spell | Instant | Self | Self | Above head | n/a | Allows the caster to magically move to their designated home
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Primal Form | 5 | Level 4 Nature Spell | 10 Minutes | Touch | Character | person | Yes | Take on aspects of an elemental. |
Necromancy School of Magic | ||||||||
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Spell | Cost/ Level | Prerequisite | Duration | Range | Target | Flag | Dispel | Brief Description
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Ghastly Visage | 1 | 1 Magic Power Point | 10 minutes | Touch | Character | person | Yes | Target may call 'Brains'.
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Reap Spirit | 1 | 1 Magic Power Point | Special | Touch | Unconscious or dead character | No | Steal a target's spark.
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Pin Undead | 2 | Level 1 Necromancy Spell | 10 minutes | Tag Bag | Character(s) hit | Yes | Generate four tag bags that call for pin undead.
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Creeping Rot | 2 | Level 1 Necromancy Spell | 10 minutes or 1 minute | Touch or tag bag | Weapon or creature(s) hit | none or weapon | Yes or n/a | Enhance a weapon or create two darts to deal 4 Poison damage
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Brackish Boon | 3 | Level 2 Necromancy Spell | 10 Minutes | Touch | character | yes | Yes | Poison heals the target instead of normal healing
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Curse | 3 | Level 2 Necromancy Spell | 10 minutes | Tag bag | Character hit | Yes | Creates a dart which inflicts 'curse'
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Enfeeble | 4 | Level 3 Necromancy Spell | 10 Minutes | Tag Bag | Creature Hit | no | Yes | Creates a tag bag that causes enfeeble
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Detect Spark | 4 | Level 3 Necromancy Spell | 10 Minutes | Touch | Character Touched | no | Yes | Target may call Detect Life and/ or Detect Undead 4 times in any combination.
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Abomination | 5 | Level 4 Necromancy Spell | 10 minutes | Touch | Character | person | Yes | Target touched gains monstous body and other bonuses
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Dreadlord | 5 | Level 4 Necromancy Spell | 10 Minutes | Self | Self | yes | Yes | Gain undead traits and control undead |
Restoration School of Magic | ||||||||
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Spell | Cost/ Level | Prerequisite | Duration | Range | Target | Flag | Dispel | Brief Description
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Heal Body | 1 | 1 Magic Power Point | Instant | Touch | Character | n/a | Target heals all lost body.
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Diagnosis | 1 | 1 Magic Power Point | Instant | Touch | Character | n/a | Reveals all various ailments, presence of a spark.
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Restore Limb | 2 | Level 1 Restoration Spell | Instant | Touch | Character | n/a | Target heals all limb wounds.
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Purify Spirit | 2 | Level 1 Restoration Spell | Instant | Touch | Character | n/a | Cures target of poisons and physical afflictions.
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Heal Mortal Wound | 3 | Level 2 Restoration Spell | Instant | Touch | Other Character | n/a | Target heals a torso wound.
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Resilience | 3 | Level 2 Restoration Spell | 10 minutes | Touch | Character | person | Yes | All damage dealt to target is converted to 'blunt'
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Panacea | 4 | Level 3 Restoration Spell | Instant | Touch | Character | n/a | Heals all body and torso & limb wounds of target.
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Triage | 4 | Level 3 Restoration Spell | One minute | Touch | Character | n/a | For one minute the caster may cast level 1 & 2 restoration spells with no cost.
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Revive | 5 | Level 4 Restoration Spell | Instant | Touch | Other Character | n/a | Brings a willing target touched, back from the dead.
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Second Breath | 5 | Level 4 Restoration Spell | Game day or until discharged | Self | Self | person | Yes | Caster receives a revive after dying. |
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