Skills

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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

Combat Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Body One 1 None Have 1 body point total

Body Two 2 Body One Have 2 body points total

Body Three 3 Body Two Have 3 body points total

Body Four 4 Body Three Have 4 body points total.

Buckler Fighting 1 None Use a buckler

Shield Fighting 1 Buckler Fighting Use a shield

Melee Use 0 None Use non-martial weapons (under 35 inches long). Deal 1 damage in melee.

Melee Training 2 None Use martial weapons (35 - 45 inches long).

Great Weapon Training 2 Melee Training Use of great weapons (over 45 inches long)

Two Weapon Fighting 2 Melee Training Dual wield two non-martial weapons.

Two Weapon Expert 3 Two Weapon Fighting Dual wield one martial and one non-martial weapon.

Two Weapon Master 4 Two Weapon Expert Dual wield two martial weapons.

Melee Proficiency 3 Melee Training Deal 2 damage with melee weapons

Melee Expert 4 Melee Proficiency Deal 3 damage with melee weapons.

Melee Master 5 Melee Expert Deal 4 damage with melee weapons.

Missile Training 2 None Use missile weapons. Missile weapons deal 1 damage.

Missile Proficiency 2 Missile Training Missile weapons deal 2 damage or '1 pierce'.

Missile Expert 2 Missile Proficiency Missile weapons deal 3 damage or '1 pierce'.

Missile Master 2 Missile Expert Missile weapons deal 4 damage or '2 pierce'.

Thrown Weapon Training 2 None Use standard thrown weapons. Deal 1 damage with thrown weapons.

Thrown Weapon Master 3 Thrown Weapon Training Deal 2 damage with thrown weapons. Possibly use larger thrown weapons.

General and Knowledge Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Estimate Value 2 None Know monetary value of non-magical treasure

Identify Magic 2 None Know the function of magical treasure

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.

Herbalist 2 None You can safely use poisonous alchemical items

Language Skills 1 None Speak and be literate in one common or (with plot marshal permission) a rare language, may be taken multiple times.

Read Magic 2 None Allows you to use magic scrolls

Production Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Production Points 1 None Gain 2 production points. May be taken up to ten times for a maximum total of 20 production points.

Alchemy One 1 Herbalist, 2 Production Points Produce level one alchemy compounds

Alchemy Two 2 Alchemy One Produce level two alchemy compounds

Alchemy Three 3 Alchemy Two Produce level three alchemy compounds.

Alchemy Four 4 Alchemy Three Produce level four alchemy compounds.

Alchemy Five 5 Alchemy Four Produce level five alchemy compounds.

Brew Potion 2 Any Level 1 Spell, 2 Production Points Use production points to create potions and oils from specific level 1-3 spells.

Scribe Scroll 4 Any Level One Spell, 2 Production Points, Read Magic Use production points to create magical scrolls

Tinker One 4 None Can use craft level 1 tinkering goods or produce level 1 trap tags.

Tinker Two 2 Tinker One Can craft level 2 tinkering goods or produce level 2 trap tags.

Tinker Three 3 Tinker Two Can craft level 3 tinkering goods or produce level 3 trap tags.

Tinker Four 4 Tinker Three Can craft level 4 tinkering goods or produce level 4 trap tags.

Tinker Five 5 Tinker Four Can craft level 5 tinkering goods or produce level 5 trap tags.

* Tinkering is not required for Savant

Crafting Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Craft Points 1 None Grants 2 craft points. May be taken up to ten times for a maximum of 20 total craft points.

Ornamenter One 4 None Craft non-weapon magic items with up to 4 craft points

Ornamenter Two 2 Ornamenter One Create non-weapon magic items with up to 8 craft points

Ornamenter Three 3 Ornamenter Two Create non-weapon magic items with up to 12 craft points

Ornamenter Four 4 Ornamenter Three Create non-weapon magic items with up to 16 craft points

Ornamenter Five 5 Ornamenter Four Create non-weapon magic items with up to 20 craft points

Tinker One 4 None Can use craft level 1 tinkering goods or produce level 1 trap tags.

Tinker Two 2 Tinker One Can craft level 2 tinkering goods or produce level 2 trap tags.

Tinker Three 3 Tinker Two Can craft level 3 tinkering goods or produce level 3 trap tags.

Tinker Four 4 Tinker Three Can craft level 4 tinkering goods or produce level 4 trap tags.

Tinker Five 5 Tinker Four Can craft level 5 tinkering goods or produce level 5 trap tags.

Weaponsmith One 4 None Craft weapons worth up to 4 Craft Points

Weaponsmith Two 2 Weaponsmith One Craft weapons worth up to 8 craft points

Weaponsmith Three 3 Weaponsmith Two Craft weapons worth up to 12 craft points

Weaponsmith Four 4 Weaponsmith Three Craft weapons worth up to 16 craft points

Weaponsmith Five 5 Weaponsmith Four Craft weapons worth up to 20 craft points

Chosen Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Chosen Level One 4 Game Master Approval Gain a title. Create a semi-permanent shrine that can protect an area.

Chosen Level Two 4 Game Master Approval, Chosen One Pray at shrine 1/ gd to affect many with a single spell casting.

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

Chosen Level Four 4 Game Master Approval, Chosen Three Cast an improved spell, gain bonus magic power 1/ gd

Chosen Level Five 4 Game Master Approval, Chosen Four Choose permanently to be able to: Smite enemies or lead grand sermons, buffing your flock.

Druid Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Druid Level One 4 Game Master Approval Gain a title. Allows special druid communication with some specific creatures that normally cannot be communicated with.

Druid Level Two 4 Game Master Approval, Druid One Cast charm nature 1/ gd

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.

Druid Level Four 4 Game Master Approval, Druid Three Can attack for Primal damage 1/ gd

Druid Level Five 4 Game Master Approval, Druid Four Create and gain a custom aspect of nature.

Medium Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Medium Level One 4 Game Master Approval Gain a title. Can communicate with spirits. Can see reaped sparks.

Medium Level Two 4 Game Master Approval, Medium One Cast Reap Spirit always with no incant and 1/ gd at will.

Medium Level Three 4 Game Master Approval, Medium Two May return reaped sparks, use special compulsion effects on ghosts

Medium Level Four 4 Game Master Approval, Medium Three Cast dominate spirit 1/ gd. Can trap spirits in gems.

Medium Level Five 4 Game Master Approval, Medium Four Can speak with dead characters and force them to answer truthfully.

Merchant Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Merchant Level One 4 Game Master Approval Gain a title. Can pay for check in with valuables.

Merchant Level Two 4 Game Master Approval, Merchant One Exchange consumables for other consumables.

Merchant Level Three 4 Game Master Approval, Merchant Two Exchange valuable items, run a bank

Merchant Level Four 4 Game Master Approval, Merchant Three Gain free scarce items at sign in.

Merchant Level Five 4 Game Master Approval, Merchant Four Gain a large blue box that can't be interacted with by others.

The Scholar Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Scholar Level One 4 Game Master Approval Gain a title. Research lore between events. Learn one uncommon Language and one ritual skill.

Scholar Level Two 4 Scholar Gain one uncommon language, 2 ritual skills and may substitute basic ritual components 2/event.

Scholar Level Three 4 Scholar Gain 2 uncommon languages, 2 ritual skills, additional lore between events, a personal ritual focus, and may craft tomes

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

Scholar Level Five 4 Scholar Gain a rare language, immunity to memory loss, create a hallmark spell and a custom ritual.

Status Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Status Level One 4 Game Master Approval Gain a title. Earn a coin stipend each event.

Status Level Two 4 Game Master Approval, Status One Throw 'disengage' tag bags 4/ gd at will.

Status Level Three 4 Game Master Approval, Status Two Charm aura on NPC's from nation/organization.

Status Level Four 4 Game Master Approval, Status Three Call 'dominate nation/ organization' 1/ gd at will.

Status Level Five 4 Game Master Approval, Status Four Grants immunity to various mind effects.

Magic Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Magic Power Points 1 None Gain one power point. This skill may be taken up to twenty times.

Rituals of Aegis 1 20 Power Points, All Aegis spells Participate in Aegis Rituals

Rituals of Battle 1 20 Power Points, All Battle Spells Participate in Battle Rituals

Rituals of Compulsion 1 20 Power Points, All Compulsion Spells Participate in Compulsion Rituals

Rituals of Enchantment 1 20 Power Points, All Enchantment Spells Participate in Enchantment Rituals

Rituals of Nature 1 20 Power Points, All Nature Spells Participate in Nature Rituals

Rituals of Necromancy 1 20 Power Points, All Necromancy Spells Participate in Necromancy Rituals

Rituals of Restoration 1 20 Power Points, All Restoration Spells Participate in Restoration Rituals

Aegis Magic School
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Magic Armor 1 1 Magic Power Point Game day or until expended Touch Character person Yes Target touched gains 2 points of magic armor

Toughness 1 1 Magic Power Point 10 minutes Touch Character person Yes Target touched gains 2 body points

Spirit Shield 2 Level 1 Aegis Spell Game day or until discharged. Touch Character person Yes Prevents next poison or acid effect against target.

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

Sanctuary 3 Level 2 Aegis Spell 10 minutes Touch Fixed location focal point ground Yes Creates a 20 foot protective bubble around caster

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

Anti-Magic Aura 4 Level 3 Aegis Spell One minute Touch Character person No Target is protected against all spells

Synchronize 4 Level 3 Aegis Spell Special Touch Character person Yes Target gains the effects of most Aegis spells up to level 3

Poison Immunity 5 Level 4 Aegis Spell Game Day Touch Character person Yes Target is immune to all poison and acid attacks.

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
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

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'

Strength 1 1 Magic Power Point 10 Minutes Touch Character person Yes Target inflcits +1 melee damage

Magic Swarm 2 Level 1 Battle Spell Instant Tag Bag Character(s) hit n/a Creates four darts dealing 4 'magic' damage

Spellburst 2 Level 1 Battle Spell 10 minutes Touch Character Yes The next spell you cast generates handfuls tag bags.

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.

Transcendence 3 Level 2 Battle Spell Game Day Touch Character Person Yes Generate extra tag bags.

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

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.

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.

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
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Disengage 1 1 Magic Power Point 1 Minute Tag Bag Character(s) hit Yes Creates four darts that cause 'disengage'

Weaken 1 1 Magic Power Point 10 Minutes Tag Bag Character hit Yes Creates two darts that inflict weaken.

Charm 2 Level 1 Compulsion Spell 10 minutes Tag bag Character hit Yes Creates a dart that causes 'charm'

Silence 2 Level 1 Compulsion Spell 1 Minute Tag bag Character hit Yes Creates 2 tag bags that cause 'silence'

Pin 3 Level 2 Compulsion Spell 10 Minutes Tag Bag Character hit Yes Creates a dart that causes 'pin'.

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'.

Heroism 4 Level 3 Compulsion Spell 10 minutes Touch Character Person Yes Set body to 10, but take a wound after battle

Terror 4 Level 3 Compulsion Spell 10 minutes Tag Bag Character Yes Generates 1 tag bag that calls for terror

Dominate 5 Level 4 Compulsion Spell 10 minutes Tag bag Character hit Yes Creates two darts that cause 'dominate'

Mind Blank 5 Level 4 Compulsion Spell Game Day Touch Character person Yes Target is immune to all compulsion spells

Enchantment School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

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

Enhance Armor 1 1 Magic Power Point Game day Touch Worn armor armor Yes Armor's protection increases by +1 point

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

Silvershine 2 Level 1 Enchantment Spell 10 Minutes Touch Weapon weapon Yes Weapon touched deals 'silver'

Enchant Weapon 3 Level 2 Enchantment Spell 10 minutes Touch Weapon weapon Yes Weapon touched deals 'elven steel' damage

Spellstore 3 Level 2 Enchantment Spell Event or until expended Touch Weapon weapon Yes Stores a spell in a weapon to be cast later.

Dispel Magic 4 Level 3 Enchantment Spell Instant Tag bag Character, object, or magic field n/a Creates a dart which causes 'dispels magic'.

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.

Shadow Skin 5 Level 4 Enchantment Spell 10 Minutes Touch Character person Yes Target touched is immune to normal damage.

Wraithbane 5 Level 4 Enchantment Spell Game Day Touch Weapon weapon Yes A weapon deals +1 'elven steel' damage

Nature School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

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

Mend Armor 1 1 Magic Power Point Instant Touch Worn armor, natural armor, or shield n/a Repairs physical armor.

Dissipate 2 Level 1 Nature Spell 10 minutes Touch Character above head Yes (circumstancially) Target dissipates.

Pin Nature 2 Level 1 Nature Spell 10 Minutes Tag Bag Character(s) hit Yes Generates four pin nature tag bags

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.

Stoneskin 3 Level 2 Nature Spell Game day Touch Character Person Yes Gain 2 points of natural armor.

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'

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.

Ley Lines 5 Level 4 Nature Spell Instant Self Self Above head n/a Allows the caster to magically move to their designated home

Primal Form 5 Level 4 Nature Spell 10 Minutes Touch Character person Yes Take on aspects of an elemental.

Necromancy School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Ghastly Visage 1 1 Magic Power Point 10 minutes Touch Character person Yes Target may call 'Brains'.

Reap Spirit 1 1 Magic Power Point Special Touch Unconscious or dead character No Steal a target's spark.

Pin Undead 2 Level 1 Necromancy Spell 10 minutes Tag Bag Character(s) hit Yes Generate four tag bags that call for pin undead.

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

Brackish Boon 3 Level 2 Necromancy Spell 10 Minutes Touch character yes Yes Poison heals the target instead of normal healing

Curse 3 Level 2 Necromancy Spell 10 minutes Tag bag Character hit Yes Creates a dart which inflicts 'curse'

Enfeeble 4 Level 3 Necromancy Spell 10 Minutes Tag Bag Creature Hit no Yes Creates a tag bag that causes enfeeble

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.

Abomination 5 Level 4 Necromancy Spell 10 minutes Touch Character person Yes Target touched gains monstous body and other bonuses

Dreadlord 5 Level 4 Necromancy Spell 10 Minutes Self Self yes Yes Gain undead traits and control undead

Restoration School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Heal Body 1 1 Magic Power Point Instant Touch Character n/a Target heals all lost body.

Diagnosis 1 1 Magic Power Point Instant Touch Character n/a Reveals all various ailments, presence of a spark.

Restore Limb 2 Level 1 Restoration Spell Instant Touch Character n/a Target heals all limb wounds.

Purify Spirit 2 Level 1 Restoration Spell Instant Touch Character n/a Cures target of poisons and physical afflictions.

Heal Mortal Wound 3 Level 2 Restoration Spell Instant Touch Other Character n/a Target heals a torso wound.

Resilience 3 Level 2 Restoration Spell 10 minutes Touch Character person Yes All damage dealt to target is converted to 'blunt'

Panacea 4 Level 3 Restoration Spell Instant Touch Character n/a Heals all body and torso & limb wounds of target.

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.

Revive 5 Level 4 Restoration Spell Instant Touch Other Character n/a Brings a willing target touched, back from the dead.

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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